Original Post
OK, I''m writing a flight sim. I''m calling it a "lite" flight sim --- nothing too realistic, sorta like Rogue Squadron. If anyone cares, it''ll be using D3D (bring on the flames!
) Now, on to business: which of the following features are really necessary?
Multiple Resolutions: Not such a pain to implement, but it''s WHEN the player''s allowed to switch resolutions. The problem with letting the player switch resolution in-game is that it totally destroys the linearity of the code (those of you that have worked with D3D know what I mean.)
ALT+TAB: I probably know better than to ask you about this, but just like above, adding ALT+TAB support destroys the linearity of the code.
Engine Stalling: This is supposed to be set in the future. Can I assume that these next-gen fighters won''t have engine stalls (via creatively vectored thrust and deformable wing edges), or do I have to implement it for you hardcore flight sim fans?
Highly Accurate Physics & Collision Detection: I was planning on using spherical energy shields for collision. But is it worth it to you guys if I add precise polygon-vs.-polygon collision detection? And is it really important if I add precise post-collision effects (rotation, etc.), or will it be OK if I kludge it?
Custom Menus: Should I have in-game D3D-rendered menus, or use a Windows launch dialog? (I''m expecting you''d vote for the former.)
This probably makes me sound lazy and whiny. But this is only version 1, and I''ll probably add all of the top-notch features in version 2 if the game''s a success
lntakitopi@aol.com - http://www.geocities.com/guanajam