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I have written other games nothing to speak of rpgs, action, a first person but enough to know I couldn't get this ready in a year. it would take meticulous attention to detail and I have the means in which to accomplish it. make no mistake if it was less than what orbiter is I would never put it out.
I asked about simulation games, because they are in many aspects different to others. The biggest problem is the lack of out-of-the-box solutions, as you have for many other kinds of games. While you can use existing graphics engines with medium effort for adapting them to the task (though they are usually optimized for FPS or strategy games), you usually won't have much joy simply extending the fidelity of a FPS style physics engine to spaceflight or even aircraft simulation standards.
In a FPS or RTS, the world in the simulation is rarely bigger than a few kilometers. The coordinate systems are simpler, you have not to bother with rotating frames of reference, as you have in Orbiter or a good flight sim. And most flight sims don't care about Newtonian gravity.
Same for the rendering. You think the orbiter rendering is easily done with some XNA standard solutions? Better take a look at the Open-Source Rendering clients for Orbiter, like DirectX 9.0, which is at least closer to XNA. A virtual cockpit is especially nasty there, because you have to cover a huge span of Z coordinates.
And then you also get the problems that the architecture of the XBox isn't really designed for the data flows that you have in Orbiter.
I would not see it as even close to easy, even if the source code would be public.
BTW: Which games have you published of them?