Einzelnen Beitrag anzeigen
Alt 07.10.2003, 15:56   #11
mbessler
Veteran
 
Registriert seit: 27.01.2003
Beiträge: 234


Standard

Yep. Although there are compilers for pretty much anything - it might be useful.

I dont code much myself but it doesnt sound like a good idea to base a cockpit on a piece of code that is not being developed anymore, and the source is not available.

Now that I think about it - I wonder if SDL could be used for gauges.. and I wonder how hard that is to use.. I remember frozen-bubble game is written in sdl-perl..

Oh yep, I'm the Gnome icon guy.


SDL shouldn't be a problem, really. But as far as I understood it, this piece of software doesn't need OpenGL/DirectX so you could actually run it on much older and non-accelerated graphics machines. This makes it particularly interesting.

There are tons of Glass Cockpit/Gauge Software packages. But nearly all need OpenGL. If you wanna look at a Opensource solution that uses OpenGL, you might want to have a look at OpenGC (www.opengc.org) runs on Win and Unix, can connect to FSUIPC and Xplane and Flightgear.

I have been working on a glass cockpit software that directly uses X11 for graphics. That way you can use old 486's for the displays. I'll probably get back to working on it the next weeks.


Manuel
____________________________________
http://wiki.varxec.net The Simbuilder\'s Wiki
FlightGear, the free open-source, multi-platform Flight Simulator under GPL (http://www.flightgear.org)
mbessler ist offline   Mit Zitat antworten