SDSX Requirements: Difference between revisions
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''' | '''SECOND DRAFT DESCRIPTION FOR NEW SCENERY DESIGN TOOL''' | ||
Draft Version 0.2 (Sept 30, 2006) | |||
WORKING NAME | |||
* Scenery Design Studio X [SDSX] | |||
PROGRAM LICENSE | PROGRAM LICENSE | ||
* Freeware | |||
DEVELOPER | |||
* FSDevelopers.com | |||
OBJECTIVE | INTRODUCTION | ||
This is a new Scenery Design Tool for use with FSX. It is being developed on a co-operative basis by members of FSDevelopers.com. | |||
It is expected to be a multi phase development and this description covers Phase 1. Future extensions such as adding new scenery elements should be possible via plug-in technology. These would include land class, mesh etc | |||
OBJECTIVE | |||
To develop a Scenery Design Tool with the ability to: | To develop a Scenery Design Tool with the ability to: | ||
* read FS9 and FSX XML based scenery BGLs | * read FS9 and FSX XML based scenery BGLs | ||
* enable users to view, modify and create FSX scenery in a graphical environment using drag and drop techniques. | * enable users to view, modify and create FSX scenery in a graphical environment using drag and drop techniques. | ||
* handle all existing FS9 and FSX XML based objects and effects | * handle all existing FS9 and FSX XML based objects and effects | ||
* create 'compound objects' such as fence lines, area fills and so on. | * create 'compound objects' such as fence lines, area fills and so on. | ||
* | * display background images | ||
* | * display background geographical information (road, rail, coastlines, elevation data etc) either by reading from the Sim or from GIS data Sources. | ||
* compile and deploy FSX scenery bgls. | * compile and deploy FSX scenery bgls. | ||
* provide analysis tools related to scenery | * provide analysis tools related to scenery | ||
* manage object libraries | * manage object libraries | ||
* | * operate in either a stand alone mode or in client/server mode for co-operative working with design teams | ||
* be flexible in design so that new objects, simple or compound can be added without the need to change or re-compile the base program. These should be addable by using plug-in components | |||
TARGET AUDIENCE | |||
* The tool should be usable by a wide range of users from casual to scenery design teams. | |||
TARGET SIM | |||
* FSX | |||
INPUT FORMATS | |||
* FS9 and FSX bgl and mdl | |||
* Shape Files | |||
* GIS Data | |||
OUTPUT FORMATS | |||
* The program needs to be able to generate FSX Scenery BGL Files | |||
* It may also generate XML or other format output if required and useful | |||
DATA STORAGE FORMAT | |||
* To be agreed | |||
USER INTERFACE | |||
* In this phase it will provide a 2D top down GUI using the Visual Studio IDE as a model | |||
Scenery objects/elements in toolboxes with drag and drop to the work area | |||
objects parameters using property lists. | |||
A 3D interface would be expected as part of a later phase | |||
DESIGN PHILOSOPHY/PATTERNS | |||
* Microsoft Smart Client Factory based Client | |||
* Separation of GUI from Data using the Model View Presenter (MVP) Pattern | |||
* Observer Pattern for interaction between objects | |||
* Extensions to the program for new/additional scenery object types via plug ins which will require an SDK. It should also be possible to add new compiler/decompiler options via plug-ins | |||
TOOLS, DESIGN STRANDARDS. PLATFORM ETC | |||
TOOLS | |||
* IDE – minimum C# Express | |||
* Standards - FXCop | |||
* Documentation - ?? | |||
* Testing - ?? | |||
DESIGN PLATFORM | |||
* dotNet 2.0 or 3.0 | |||
OPERATING SYSTEM | |||
* minimum requirements – XP SP2 Home Edition | |||
PRIMARY DESIGN LANGUAGE | |||
* C# although plug-in modules and self contained parts of the program could be created in any CLR compliant language and compiled to dlls (i.e must be managed) | |||
Display handled by (choice of GDI+, DirectX, OpenGL OR WPF) | |||
DESIGN STANDARDS | |||
* Microsoft Standards as embodied in FXCop - rules to be defined | |||
COMPONENTS | |||
* managed NET libraries | |||
* avoid using COM based | |||
[[category:Scenery design]] | [[category:Scenery design]] | ||
Revision as of 07:38, 5 October 2006
This is the requirements document for the future Scenery Design Suite X (SDSX) tool. For discussions about this tool, please use the SDSX forum.
SECOND DRAFT DESCRIPTION FOR NEW SCENERY DESIGN TOOL
Draft Version 0.2 (Sept 30, 2006)
WORKING NAME
- Scenery Design Studio X [SDSX]
PROGRAM LICENSE
- Freeware
DEVELOPER
- FSDevelopers.com
INTRODUCTION This is a new Scenery Design Tool for use with FSX. It is being developed on a co-operative basis by members of FSDevelopers.com.
It is expected to be a multi phase development and this description covers Phase 1. Future extensions such as adding new scenery elements should be possible via plug-in technology. These would include land class, mesh etc
OBJECTIVE To develop a Scenery Design Tool with the ability to:
- read FS9 and FSX XML based scenery BGLs
- enable users to view, modify and create FSX scenery in a graphical environment using drag and drop techniques.
- handle all existing FS9 and FSX XML based objects and effects
- create 'compound objects' such as fence lines, area fills and so on.
- display background images
- display background geographical information (road, rail, coastlines, elevation data etc) either by reading from the Sim or from GIS data Sources.
- compile and deploy FSX scenery bgls.
- provide analysis tools related to scenery
- manage object libraries
- operate in either a stand alone mode or in client/server mode for co-operative working with design teams
- be flexible in design so that new objects, simple or compound can be added without the need to change or re-compile the base program. These should be addable by using plug-in components
TARGET AUDIENCE
- The tool should be usable by a wide range of users from casual to scenery design teams.
TARGET SIM
- FSX
INPUT FORMATS
- FS9 and FSX bgl and mdl
- Shape Files
- GIS Data
OUTPUT FORMATS
- The program needs to be able to generate FSX Scenery BGL Files
- It may also generate XML or other format output if required and useful
DATA STORAGE FORMAT
- To be agreed
USER INTERFACE
- In this phase it will provide a 2D top down GUI using the Visual Studio IDE as a model
Scenery objects/elements in toolboxes with drag and drop to the work area objects parameters using property lists. A 3D interface would be expected as part of a later phase
DESIGN PHILOSOPHY/PATTERNS
- Microsoft Smart Client Factory based Client
- Separation of GUI from Data using the Model View Presenter (MVP) Pattern
- Observer Pattern for interaction between objects
- Extensions to the program for new/additional scenery object types via plug ins which will require an SDK. It should also be possible to add new compiler/decompiler options via plug-ins
TOOLS, DESIGN STRANDARDS. PLATFORM ETC
TOOLS
- IDE – minimum C# Express
- Standards - FXCop
- Documentation - ??
- Testing - ??
DESIGN PLATFORM
- dotNet 2.0 or 3.0
OPERATING SYSTEM
- minimum requirements – XP SP2 Home Edition
PRIMARY DESIGN LANGUAGE
- C# although plug-in modules and self contained parts of the program could be created in any CLR compliant language and compiled to dlls (i.e must be managed)
Display handled by (choice of GDI+, DirectX, OpenGL OR WPF)
DESIGN STANDARDS
- Microsoft Standards as embodied in FXCop - rules to be defined
COMPONENTS
- managed NET libraries
- avoid using COM based