![]() ![]() So, if you have the funding available, you could try to outsource this effort using freelance sites such as rentacoder/ elance etc - in fact, you could just try to request offers for such customizations. It's definitely a non-trivial task that cannot be easily accomplished, so while it's certainly possible, it would require a good amount of time or money. Or, better yet, how would I convince someone else to? The disk space requirements could probably be significantly reduce if just a certain subset of the previously mentioned "base/data package" (which is where scenery, aircraft etc are stored) were to be used. So, even if you manage to port FlightGear to a viable target platform, it would still need to be modified for non-PC use. In addition, just being able to technically compile and run (with acceptable performance/framerates) the code would still not be enough: from a usability point of view, FlightGear is a flight simulator designed for use on personal computers, with certain peripherals present - in other words, it basically relies on a keyboard and mouse, as well as other input hardware (joystick/pedals). Basically, this seems far from trivial: even if you manage to compile all dependencies, FlightGear itself will still need to be significantly modified/reengineered for embedded use. ![]() ![]() The summary of this discussion would read "FlightGear is not optimized for use in such confined environments". In fact, searching the FlightGear forums brings up a related discussion about running FlightGear on embedded (game console/mobile) platforms. So, even if you get to compile the source code for your target platform, this particular target platform looks not suitable in this case, for this application - due to its runtime hardware requirements. This however, doesn't seem to be straightforward in the case of FlightGear: the FlightGear hardware recommendations read "OpenGL-based hardware acceleration","256 MB dedicated graphics memory", "1-2 ghz CPU", "512-1024 MB RAM", "400-500 MB disk space" However, apart from just compiling the source code, you'll also need to ensure that the application can realistically be run on the target platform: ( wii hardware specs). Instructions for building FlightGear can be found here, here and here So, you will need a complete build/test environment to build and run executables for your platform: first, get to compile all required dependencies (some of which may have their own dependencies!), which mainly seems to boil down to: by using a cross-compiler and simulator/emulator to actually test your executables. "Porting" any non-trivial application is at least two-fold: technically, you'll first have to get the source code for all dependencies to compile everything for your target platform, i.e. How would I go about making a Flight Gear port for WiiBrew? ![]()
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