Howto:Optimizing FlightGear for mobile devices: Difference between revisions

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Also, the system requirement of mobile devices are very low compared to PC and also very narrow. Someone with more technical expertise would have to evaluate how feasible a mobile fg would be.
Also, the system requirement of mobile devices are very low compared to PC and also very narrow. Someone with more technical expertise would have to evaluate how feasible a mobile fg would be.


== Linux-based Targets ==
== Issues ==
* For instance, maybe for the interface have the 3d cockpit buttons be clickable with a touch screen directly.
* The idea is good - but immensely surrealistic. It's a phone, not a PC. And I don't even want to imagine the interface (keyboard and mouse wise) such a version of FG would need.
* Wouldn't that be waaaaaaay complicated for the controls though? flaps, magnetos, etc. Unless you're putting out a simplified version.
* 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.
*  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
 
== Linux-based Targets (Android, Maemo etc) ==
Now, Android/Maemo support should be easier to implement than Playstation, Nintendo Wii, IPhone and all the other platforms that people keep asking about - simply, because Android/Maemo is basically a downstripped Linux version, so compiling/building FG would certainly be possible. However, running would still be "interesting", there are MANY potential issues here, even on a "full" Linux-System like Android: http://stackoverflow.com/questions/653453/how-would-i-go-about-making-a-flight-gear-port-for-wiibrew
Now, Android/Maemo support should be easier to implement than Playstation, Nintendo Wii, IPhone and all the other platforms that people keep asking about - simply, because Android/Maemo is basically a downstripped Linux version, so compiling/building FG would certainly be possible. However, running would still be "interesting", there are MANY potential issues here, even on a "full" Linux-System like Android: http://stackoverflow.com/questions/653453/how-would-i-go-about-making-a-flight-gear-port-for-wiibrew
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).


== Embedded Platforms ==
== Embedded Platforms ==
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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).
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 ==
* For instance, maybe for the interface have the 3d cockpit buttons be clickable with a touch screen directly.
* The idea is good - but immensely surrealistic. It's a phone, not a PC. And I don't even want to imagine the interface (keyboard and mouse wise) such a version of FG would need.
* Wouldn't that be waaaaaaay complicated for the controls though? flaps, magnetos, etc. Unless you're putting out a simplified version.
* 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.
*  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
== 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).


== Base Package ==
== Base Package ==

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