"Then you need the proper GPU to code with and test, So you need to consider AMD, ATI, nvidia, intel... etc and if they all work and thats just on a single platform."
If if the CSP team did this and microsoft did this circa 200-2002 during the reign of Voodos,S3's,Pentium 2s and 3s,take a guess as to what we can do with todays "basic" hardware. Remember there are libs that allow crossplatform apps ->OGRE,IRRLITCH,OPENAL. You don't have to worry about platform specific libraries like Directx
"Now coding a Flight Sim is not for the faint of heart you need to know about the world, environment, generate the maps, texture them, matt paint, models, physics, audio, include a physics routins.... plus dozens of other things to consider."
Trust me man, I've been doing my research for a very very long time. I do not in anyway underestimate this monumental project but I believe it can be tackled.
I'm currently trying to find out the fastest way to render realistic clouds and meet at least 25fps on a slower hw (p 4s, phones, tablets).
Any suggestions? I'm thinking of steering clear of volumetric clouds for these slower machines.
Competition with the other SIMS is a side effect that is neither desired nor is it to be feared. You will eventually see what I mean but REMEMBER THE OBJECTIVES lest we stray!
My Free cents!
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