Howto:Optimizing FlightGear for mobile devices: Difference between revisions

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*  if you can delete the extra goodies such as HIGH detailed models, HIGH detailed textures and things like that it would cut those high specs down i am trying to make an iphone app so im not sure if ill pursue this as my friend is a developer for the iphone and from his personal experience porting 3d into iphone and ipod touch and or ipad is a helluva job and requires ALOT of patience
*  if you can delete the extra goodies such as HIGH detailed models, HIGH detailed textures and things like that it would cut those high specs down i am trying to make an iphone app so im not sure if ill pursue this as my friend is a developer for the iphone and from his personal experience porting 3d into iphone and ipod touch and or ipad is a helluva job and requires ALOT of patience


== More Info ==
== Android/Linux based platforms ==
Cross-compiling FlightGear for Android devices is not that problematic. However, running FlightGear on an Android device, requires a fair share of customizations, i.e. a downstripped base package, and custom aircraft modifications (key bindings, mouse vs. touch screen support etc). Also, many FlightGear defaults would be unnecessarily high and would not work "as is", these could be reduced (scenery complexity, shaders, rendering settings).  
Cross-compiling FlightGear for Android devices is not that problematic. However, running FlightGear on an Android device, requires a fair share of customizations, i.e. a downstripped base package, and custom aircraft modifications (key bindings, mouse vs. touch screen support etc). Also, many FlightGear defaults would be unnecessarily high and would not work "as is", these could be reduced (scenery complexity, shaders, rendering settings).  


It might even be an option to come up with a custom scenery build for Android devices, specifically aimed at low resource usage - i.e. just the KSFO region, and some basic aircraft, which can be easily adapted for non-PC devices, such as the ufo.
== GUI ==


This doesn't just apply to scenery and aircraft, the a custom FG package for Android could probably just as well need its own custom set of GUI dialogs, because most of the default dialogs are not intended to work on small screens - just try running FG with low settings, i.e. 800x600 or even 640x480, and you'll see for yourself that there are many issues here.
This doesn't just apply to scenery and aircraft, the a custom FG package for Android could probably just as well need its own custom set of GUI dialogs, because most of the default dialogs are not intended to work on small screens - just try running FG with low settings, i.e. 800x600 or even 640x480, and you'll see for yourself that there are many issues here.
Many of these issues also affect other devices, like netbooks for example - so it would be great to come up with a solution here.
Many of these issues also affect other devices, like netbooks for example - so it would be great to come up with a solution here.
Yes, it's worth pointing out that even the X-Plane "IPhone App" is a significantly customized and down-stripped version of the original program and of the original data sets (scenery and aircraft-wise).
While it would be trivial to come up with custom GUI dialogs and simple aircraft like the ufo, creating custom scenery tiles using TerraGear is a little more involved.


== Scenery ==
== Scenery ==

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