Quote:
Originally Posted by Outlaw
But you also have to keep in mind that programming a real time flight sim is not anywhere close to any other kind of software. I consider myself an exceptional application architect and developer and have created everything from quick and dirty 5 minute scripts to 500 million record enterprise level databases and I will be the first to admit that I couldn't even touch a flight sim. And I'm a mechanical engineer!
Without post graduate work very few engineers will truly understand the differential equations used to APPROXIMATE flight dynamics, let alone be able to actually program them. Putting together a top notch flight sim is a black art in and of itself. Merging it all into an actual game is staggering.
So, it is very difficult to find the, "right pros", when coding for a hard core PC based flight sim.
Just my thoughts.
--Outlaw.
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I've not said it easy, otherwise every game out there would be a master piece.
Anyway I'm talking about those engines who are directly linked to technologies.
Of course the development of a physic engine from scrap required very smart people: probably guys who know to works with PhysiX can reach the target easier, but knowing how to develop a multithreading application is a little different from designing a complex physic engine, IMO.
The same about a Dx10 graphic engine: an experienced Dx10 guy can work easily and with better results than a guy who only worked with Dx9 library or, at worst, OpenGL.
This was my point, otherwise they would have used the newest technologies in CloD, but they didn't.