@Steve I also agree with you on the model.
The poly count is murder on FPS.
I want to go with a more practical modular approach of modelling individual parts. 
Ailerons, Canopies, landing Gear, Drop-tanks, Munitions and Parts that disintegrate during a dogfight
Their positions will all be managed in-game using code. All these objects members of a single class.

A lower poly models (very very low poly or possibly even a texturemapped 2d surface) will be used to represent objects (aircraft) at a distance where detail cannot be easily recognised for the given resolution.



_______________________________________________

Good judgement comes from Experience.
Most of that comes from Bad Judgement.
_______________________________________________




2011/11/29 James Nzomo <kazikubwa@gmail.com>
@Steve Thanks for the commitment. Its good to know we have a ready volunteer.
There is no pressure on time. I would like it to be a passtime activity.
Yup! As a SIM enthusiast I am definitely familiar with FGFS. I started playing with flightgear when they used to include the A-10 warthog as one of the default aircraft (circa 2007) I even have a windows installation of it (Tho my installs take less than 3gb even with the development environment and source files ). 
But anyway, it is not a COMBAT FLIGHT SIM and don't want to fork it because all the accuracy of the "heavy" SimGear and JSBSim libs may not really be required. More efficient shortcuts and desirable tradeoffs can work for a CFS (have you ever played CFS2)?

There are also other foss combat sims but none of them are decent.
They are either based on fantacy (GL117), have 80's era Graphics (XSabre), or incomplete/stalled (csp little progress since 2002 but very very good) and none of them lack a good retelling of history's greatest dogfights and air campaigns.

"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!
_______________________________________________

Good judgement comes from Experience.
Most of that comes from Bad Judgement.
_______________________________________________




2011/11/29 Steve Obbayi <steve@sobbayi.com>
Good work on the model though the topology of the mesh may need to be altered. Try doing it as a low poly model and let the subsurf and smoothing algos take care of the rest.

Low poly helps shorten the rendering times and reduces memory usage which is essential for more realistic sims. The sim has to effectively run at 30 fps or more but ideally close to 60 fps. Also the proper topology helps in the animations of parts. eg the retractable landing gear.


From: "James Nzomo" <kazikubwa@gmail.com>
To: "James Maina" <jameskmaina@hotmail.com>
Cc: "Skunk Works" <skunkworks@lists.my.co.ke>
Sent: Monday, November 28, 2011 9:30:49 PM
Subject: Re: [Skunkworks] Are there any Devs on the list interested in starting a FOSS sim?


@Maina Thank you.
I referred to the model as incomplete because it lacks retractable landing gear, proper cockpit, control surfaces... etc. 
The modelling process for one of these should be modular. This was rough work.

Making it a commercial venture will involve a ton of other complex considerations and costs...Marketing, Advertising, Accounts, Investments, looking for Funding etc.
It is abit difficult to get all those sorted out due to lack of funds and manpower.
I would rather avoid all that headache and go with a simple open source route.
Besides attaining the objectives I mentioned previously will more or less guarantee countless intagible benefits.






_______________________________________________

Good judgement comes from Experience.
Most of that comes from Bad Judgement.
_______________________________________________




2011/11/28 James Maina <jameskmaina@hotmail.com>


_______________________________________________
Skunkworks mailing list
Skunkworks@lists.my.co.ke


_______________________________________________
Skunkworks mailing list
Skunkworks@lists.my.co.ke
------------
List info, subscribe/unsubscribe
http://lists.my.co.ke/cgi-bin/mailman/listinfo/skunkworks
------------

Skunkworks Rules
http://my.co.ke/phpbb/viewtopic.php?f=24&t=94
------------
Other services @ http://my.co.ke