Howto:Optimizing FlightGear for mobile devices: Difference between revisions

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I agree there are other issues, but perhaps they would be overcome also. For instance, maybe for the interface have the 3d cockpit buttons be clickable with a touch screen directly.
I agree there are other issues, but perhaps they would be overcome also. For instance, maybe for the interface have the 3d cockpit buttons be clickable with a touch screen directly.
I understand that embedded technology has come a lot further. But still, this is a 3D game which even runs with limited fps (80 without 3D clouds) on my rather modern PC (quadcore 2.5GHz, Radeon HD 3650, 4GB ram). The iPhone doesn't nearly have these specifications - especially the video ram is going to be a *big* problem. Maybe in a few years this concept will become interesting, but for now the hardware won't be able to keep up. And like I said earlier, I don't even want to imagine the kind of tiny micro movements I'd need to turn left without crashing. The current generation of phones won't be able to do this - open this topic again in a year or two.
My earlier thoughts about mobile FG were if its hardware demands could be radically reduced by the lower resolution, lower textures, lower vector on terrain, and perhaps simpler FDM it was plausible- in essence taking it back to lower hardware requirements of past versions (less video memory).
== Issues ==
* Flight simulators are kinda hard to play with small screens. I currently play Leo's flight simulator on my pocketPC and it works pretty well, some of the controls are a bit hard to manage, but it's still quite the feat they accomplished.


== More Info ==
== More Info ==

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