Developer Q&A: Austin Meyer on X-Plane 9

News Posted by Jeremy Wood, September 15th, 2008

We've been covering the launch of X-Plane 9 since it made its surprise debut on the App Store late last week.

X-Plane 9 is the first flight simulator for the iPhone/iPod Touch, bringing a degree of realism not yet seen in other games for the platform. We've been fans of the desktop version of X-Plane for years, and had some questions for Austin Meyer, the chief developer at Laminar Research, the company behind X-Plane.

Slide to Play: You've been making X-Plane on the desktop for a long time. What has it been like to move from that environment onto the iPhone platform?

Austin Meyer: Fun as heck! For the desktop sim, there are many thousands of lines of code and hundreds (thousands?) of image files from me, Ben, and Sergio. [STP Note: The other lead developers/artists at Laminar Reaseach] It is very difficult to make major changes to the simulator without re-writing LOTS of code to make the major changes possible, and without risking breaking something in the sim. As well, many customers get used to things working a certain way, and whenever you CHANGE things, many people just assume that the NEW way of doing this must be WRONG. This makes it a little difficult, sometimes, to get things changed in the sim. None of this is a factor with the iPhone, which is a clean-sheet design.

Between the thousands of lines of code, and thousands of customers, it is about impossible to get anything big done.

None of that is a factor with the iphone.

Cessna 172

At the moment, the program is more of a simulation than a game—just like X-Plane on the desktop. Do you plan to change that with future updates?

No, not at all. We will add a few features to the iphone version (map, for example, and maybe an instrument panel) but it will not get 'game-y'.

Do you plan to let users bring aircraft of their own design, or back-catalog planes, over from the desktop version?

Nah… It is not so easy to import stuff into the iphone. I can not see it being customized.

What is the simulation accuracy of the iPhone version like in comparison to the desktop version?

Within 5% or so. I managed to get ~95% of the accuracy of the big sim over the iphone without busting system requirements.

Above the Clouds

More generally, what future plans do you have for expanding the application?

You will know what I am doing next when I post an email to the newsgroup claiming what can NOT be done!

  • Add a Comment
  • Tags: , , ,
Advertisement

No Comments Yet

Have your say…

Add a Comment

If you've got a Slide To Play account, to comment, or:

* Required fields. Your email address won't be public, and we won't share or sell it.