Programming Question Wich programs has been used to make Orbiter ?

Presumably several versions Microsoft Visual Studio over the years, among many others for the creation and handling of 3D models, textures, documentation, and many other things I don't know about.

Programs like Orbiter are complex, multifaceted things that cannot simply be stuck together using some sort of 'game creator.' The main device involved in the creation of Orbiter is a brain.
 
And lots and lots of code!
 
How many posts we all have times a million.
 
Well... The only one that could estimate that would be addon developers and Martins himself. But i have an estimate of probably 20 header files and 30 C++ files.
 
Well... The only one that could estimate that would be addon developers and Martins himself. But i have an estimate of probably 20 header files and 30 C++ files.


You're probably wrong by at least one order of magnitude. The DG code itself is split up into roughly 30 headers and 30 source files.
 
If we ever got the source code, it would take years to look over :lol:
 
Well... The only one that could estimate that would be addon developers and Martins himself. But i have an estimate of probably 20 header files and 30 C++ files.

Only Martin, in fact. Neither addon developers nor beta testers have access to even count the amount of lines of code in the closed source core.
 
Well, maybe we could take a guess based on file sizes and typical compilation from C++ to bytecode. There's very little accuracy in that, but still. :)
 
Well, maybe we could take a guess based on file sizes and typical compilation from C++ to bytecode. There's very little accuracy in that, but still. :)
Bytecode? Where did you get that from?

Anyway, that doesn't tell much about the number of LoC or files that compose Orbiter, only that there's a good chance that those numbers are high. Too many things can change the final executable size for it to be a good measure of size of any kind.
 
Bytecode? Where did you get that from?

Anyway, that doesn't tell much about the number of LoC or files that compose Orbiter, only that there's a good chance that those numbers are high. Too many things can change the final executable size for it to be a good measure of size of any kind.

My bad. "Machine code should not be confused with so called "bytecode", which is executed by an interpreter" - Wikipedia
I'm pretty sure I meant machine code. :P And for the purpose of seeing how many lines of code it is. But I was kidding anyhow.
 
I think Martin mentioned long time ago that he built the very first ISS in Excel, entering each node of each surface triangle manually :) This was before exporting from 3D modelling programs into the msh file format became available.

My personal guess is this is why Orbiter has a left-handed coordinate system. He could use the thumb, index finger and middle finger of his left hand to represent the x-y-z axes, while entering the coordinate numbers with his right hand on the num pad :lol:
 
My personal guess is this is why Orbiter has a left-handed coordinate system. He could use the thumb, index finger and middle finger of his left hand to represent the x-y-z axes, while entering the coordinate numbers with his right hand on the num pad :lol:
Orbiter uses a left-handed coordinate system because this is what Direct3D 7 uses natively--by using this within Orbiter, Martin can just send the coordinates straight to the GPU without needing to perform any conversions.
 
Notepad. The most versatile program on Earth.

Surpassed only by Notepad ++, all you need to spend a few years shaping the universe :D


Indeed, I remember a time when Notepad was glimmer in the coder's eyes. Something unheard of and deemed impossible.
 
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