Gauge programming - a chore?
Posted: 29 Mar 2008, 23:15
I'm just wondering what you developer types think about gauge programming.
I had no idea what was involved until about a week ago,when I installed the Simufly CIVA INS in some aircraft, found I really didn't like the default 737 switches on one of the peripheral panels, and decided to make my own switches using the CIVA SDK and bitmaps reverse-engineered (ripped?) from the aircraft's panel. (It was payware, I wasn't going to distribute any gauge made using those bitmaps!) I quickly found it was a lot more complicated than I expected, but I like C++ and merrily started to try to compile stuff. After much subdued swearing and keyboard-punching, and a healthy dose of RTFMing, I was approaching the point where I might have been able to make a working gauge - when my PC suddenly ran out of working cooling fans...
Thankfully, I'd put a few SDKs and tutorials onto my PDA, so I could keep on reading and learning, and I'd got this ancienct 380MHz K6 the day before and put some Linux distros onto disk literally hours before my main PC died - so I'm still able to get online to i.e. order cooling fans and read SDKs!
Anyway, from my newb standpoint, gauge programming looks like it could be a lot of fun - there's a load of ideas I want to try out when I get my main PC back together! But it also seems to be a rapid path to wanting to smash your PC with a breezeblock. So I'm curious - how do you folks who make these brilliant 3D models, textures, flight dynamics etc approach the creation of gauges?
I had no idea what was involved until about a week ago,when I installed the Simufly CIVA INS in some aircraft, found I really didn't like the default 737 switches on one of the peripheral panels, and decided to make my own switches using the CIVA SDK and bitmaps reverse-engineered (ripped?) from the aircraft's panel. (It was payware, I wasn't going to distribute any gauge made using those bitmaps!) I quickly found it was a lot more complicated than I expected, but I like C++ and merrily started to try to compile stuff. After much subdued swearing and keyboard-punching, and a healthy dose of RTFMing, I was approaching the point where I might have been able to make a working gauge - when my PC suddenly ran out of working cooling fans...
Thankfully, I'd put a few SDKs and tutorials onto my PDA, so I could keep on reading and learning, and I'd got this ancienct 380MHz K6 the day before and put some Linux distros onto disk literally hours before my main PC died - so I'm still able to get online to i.e. order cooling fans and read SDKs!
Anyway, from my newb standpoint, gauge programming looks like it could be a lot of fun - there's a load of ideas I want to try out when I get my main PC back together! But it also seems to be a rapid path to wanting to smash your PC with a breezeblock. So I'm curious - how do you folks who make these brilliant 3D models, textures, flight dynamics etc approach the creation of gauges?