Comments on: 10.32 Is Out, WED and 10.35 Soon https:/2015/01/10-32-is-out-wed-and-10-35-soon/ Developer resources for the X-Plane flight simulator Thu, 22 Jan 2015 18:36:17 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Ben Supnik https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10055 Thu, 22 Jan 2015 18:36:17 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10055 In reply to Sharadh R..

I am not quite as hard core as Philipp on (1) – I think it’s not _impossible_ that we code the engine to speak to different 3-d layers on different platforms. To a certain extent we already do this in that we can support GL implementations with wildly different capabilities.

But … doing so would represent a seriously huge investment in resources, so the win would have to really be worth it. So I’m not holding my breath – once DX12 and GLNext are actual real things and not just in-development specs with “buzz” we can look at the relative benefit and implementation cost. It’s unlikely that DX12 will be competitive with newer GL functionality because of the high rewrite cost and narrowness of implementation target.

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By: Philipp Münzel https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10053 Thu, 22 Jan 2015 17:06:38 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10053 In reply to Sharadh R..

X-Plane is developed on Macs and compatible with all three major operating systems, plus the two major mobile operating systems for the mobile offsprings of X-Plane. A single-platform solution that only works under one desktop OS and likely no mobile OS is therefore a no-go for all Laminar developments.

X-Plane supports control surface separation under overspeeds/overloads out of the box with PlaneMaker at least since version 9, possibly earlier.

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By: Sharadh R. https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10052 Thu, 22 Jan 2015 14:11:14 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10052 Oculus Rift support is wonderful – I haven’t personally tried it out yet but it sounds excellent, at least in theory. I’m looking forward to a full, working implementation. Meanwhile, I’ve got a couple of questions —

1) Are there plans to at least partially rely on DirectX at all? Understandably, X-Plane is cross-platform which means OpenGL is the automatic go-to graphics library for support across all OSes, but DX12 + Windows 10 is sounding great, especially with the ‘closer to the metal’ support that DX12 is seeking to achieve. I also understand that OpenGL 5.0 will also reduce overhead and seek closer access to hardware, but that seems faraway and unclear. Any ideas on this?

2) Any plans for crash/soft-body physics implementation, similar to BeamNG:
http://www.beamng.com/content/
It would be pretty cool to see my 777’s wings/flaps/gears get ripped off if I exceed Vne, or the fuselage crumpling like an accordion if I exceed the runway and crash into trees.

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By: Philipp Münzel https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10045 Wed, 21 Jan 2015 16:43:00 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10045 In reply to Andreas1811.

I personally met the author of this last September at Oculus Connect in L.A.

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By: Andreas1811 https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10037 Tue, 20 Jan 2015 16:32:43 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10037 Philipp, did you read that?

https://forums.oculus.com/viewtopic.php?f=20&t=14070&sid=f4a1952fc08d5b83c25701760c14f099

https://github.com/jherico/OculusRiftInAction/blob/9593069bd36971e4d186ae4f01573e219172f2f5/examples/cpp/Example_9_AsyncTimewarp.cpp

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By: Philipp Münzel https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10036 Tue, 20 Jan 2015 13:27:57 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10036 In reply to Frank.

There’s someone on the Oculus team that has previously worked with Ben, so we are not completely left out in the cold.

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By: Frank https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10034 Mon, 19 Jan 2015 20:56:53 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10034 In reply to Philipp Münzel.

Phillipp, thanks for this update, Any suggestion on how the X-plane community can help put OpenGl on Oculus’ radar. I spent quite some time on their forum, but most of the stuff their is responded to by other developers. I have a developer account but same thing, hard to actually get to a place where someone from Oculus will actually listen.

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By: Fergus Moloney https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10030 Sun, 18 Jan 2015 23:47:50 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10030 In reply to Philipp Münzel.

Understood Philipp. I hoped it could offer something useful rather than my usual posts like “what is the status of Rift support?” 😉

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By: Ben Supnik https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10028 Sun, 18 Jan 2015 15:58:18 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10028 In reply to Jaime Villarreal.

Please file a bug.

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By: Edward https:/2015/01/10-32-is-out-wed-and-10-35-soon/#comment-10026 Sun, 18 Jan 2015 14:42:51 +0000 http://xplanedev.wpengine.com/?p=6094#comment-10026 After experiencing extended load times at start-up due to this new GPS “feature”, I must ask, why in the world would you replace a few known controlled datasets with infinite points of failure?

The GPS airport load from scenery “feature” needs to be parameter driven at the sim (not just the a/c) level. I would imagine the vast majority of users use custom scenery, do not care whether or not an airport too obscure to appear in a Navigraph database appears on the GPS moving map and don’t care to wait an additional 2-3 minutes at start due to #1 & #2.

Philipp’s explanation in another forum is inadaquate, as is the “fix” coming via log.txt in 10.35.

This monstrosity needs to be addressed in a patch ASAP.

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