|
X-Plane Creator Austin Meyer Talks OS X Development
by Michael Flaminio
Austin Meyer is the lead force behind the popular flight simulator X-Plane.
X-Plane is a general aviation simulator available for Mac and Windows computers.
Insanely Great Mac spoke with Meyer about X-Plane and the upcoming development for
Mac OS X.
Austin began development of X-Plane in 1988. As a personal pilot, he was looking
to improve his instrument flying skills. X-Plane's roots grew from the need to find
an easier way to accurately experience instrument flying without spending a great
deal of time in actual airplanes.
Meyer at the time was using Microsoft Flight Simulator for the Macintosh, but found
it lacking for his needs. As a result, Meyer developed a specialized simulator called
Archer-II IFR. Archer-II IFR evolved to include easier expansion for other planes.
Meyer added the ability to import new planes by simply plugging blueprints for existing
aircraft into Archer-II IFR, and the software would decide how the planes should
fly.
Moving beyond existing designs, Meyer decided to try building some of his own concepts
into the simulator. Unfortunately, Austin's personal designs proved to be somewhat
unstable and rather experimental for anyone wishing to fly. As a result of his creative
design concepts, Meyer decided to change the name of Archer-II IFR to X-Plane, a
reference to the series of storied 1960's experimental aircraft tests.
X-Plane had always been available on the Mac, and with version 5.0, Meyer introduced
OpenGL 3D rendering technology. Because of its cross-platform nature, Meyer was able
to bring X-Plane to the PC platform, reaching an even larger audience. Currently
Meyer is working on a Carbonized version of X-Plane to run on Mac OS X.
OS X
With a Carbonized version of X-Plane, Mac users will be able to run the flight sim
in both OS 9 and OS X. Meyer told IGM that he's bringing X-Plane to OS X mainly so
that those wishing to use Apple's new operating system can also use X-Plane. Currently
X-Plane works within Mac OS X's Classic environment as a Mac OS 9 application.
In bringing X-Plane to Mac OS X, the largest obstacle appears to involve handling
input devices. The current version of X-Plane uses Apple's generic Input Sprocket
technology, which can be used to control virtually all compatible controllers and
joysticks. Mac OS X does not support Input Sprockets, leaving many Mac game developers
with some problems. Apple instead is encouraging developers to use OS X's HID (human
interface design) architecture for input devices, but unfortunately, Mac OS X's HID
architecture is not fully implemented. This leaves game developers like Meyer two
options -- wait for Apple to finalize its HDI technology or create their own interface
software. The later option is less appealing to most developers, mainly because it's
considerably more work, but also poses greater exposure for future input incompatibilities.
Austin told IGM that without adequate HID support from Apple, X-Plane would not fully
work in OS X as either a Carbon or Classic application.
Bringing X-Plane to Mac OS X offers gamers a number of advantages. The largest advantage
is likely stability. Running as a Carbon application, X-Plane will enjoy greater
stability from the OS and other applications. Additionally, X-Plane may perform better
with respects to other applications and the OS because of OS X's multithreading and
multitasking abilities. In short, X-Plane should be able to run smoother now that
the Mac OS and other applications can't completely monopolize system resources.
In general, however, Meyer expects X-Plane to perform similarly in OS X as to OS
9. Meyer is also interested to see how OS X handles X-Plane on multiprocessor G4
system. With dual processors, OS X may be able to increase performance within X-Plane,
once it becomes Carbonized. While X-Plane may benefit from dual G4 processors, Meyer
said not to expect any significant performance from the G4's AltiVec engine. According
to Meyer, adding support for the G4's AltiVec technology added nothing significant
to X-Plane.
In other areas of X-Plane development, Meyer noted that he looks forward to the release
of the nVidia GeForce3 on the Mac OS. Meyer said that Apple will be developing the
OpenGL drivers for the card, and once the drivers are released, he will have an idea
of how well X-Plane performs. Meyer also noted that as Apple will be developing the
GeForce3 drivers, he would have to wait to see how support for the new GeForce3 features
are implemented. The GeForce3 allows developers to create customized renderings,
and Meyer said that if Apple supports these features, he would explore these developments
for X-Plane.
Future
X-Plane continues under rapid development with updates and new features frequently
available. X-Plane also enjoys a large developer community, often adding new resources
to the simulator.
Austin doesn't have a specific timeframe for a Carbonized X-Plane release. Austin
told IGM that he is working on carbonized builds of X-Plane, but the issue of controller
device input remains a critical obstacle.
|