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Flight equipment on maemo device?

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Flight equipment on maemo device?

Postby allin121 » Tue Jun 16, 2020 9:25 am

Hello there!
I would like to know if the flight gear can be put on a maemo device, a n900.I saw xplane running on it .......
The only problem might be the lack of nokia support on that device and os which is really bad but there is still a very strong community:)
On that device, I'm a beginner developer: oops: so any tips would be great.
Last edited by allin121 on Mon Jul 06, 2020 7:12 am, edited 1 time in total.
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Re: Flight equipment on maemo device?

Postby wkitty42 » Tue Jun 16, 2020 4:45 pm

is that this device? https://en.wikipedia.org/wiki/Nokia_N900

couple of things that come to mind:

  • ARM CPU: i don't think FG can be compiled for them... could be wrong, though...

  • memory: i run pretty low spec and regularly see my FG chew up 8Gig of RAM and rise as high as 15Gig at times...

  • GPU: what GPU does that thing use and is there openGL drivers for it?

  • scenery: the entire world scenery is 90.4 GiB (97085316422 bytes) composed of 1834055 files in 46471 directories...

  • control: can't attack a joystick, mouse, or yoke to that device, can you? how would you control all the realistic switches, knobs, and sliders *while* flying the craft?
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
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Re: Flight equipment on maemo device?

Postby Hooray » Tue Jun 16, 2020 7:57 pm

See: https://en.wikipedia.org/wiki/Nokia_N900#Processors

you would have to cross-compile a subset of FG, and would have to port the remaining parts to use OpenGL ES (according to wikipedia, the n900 uses a SGX530 GPU that only supports OpenGL ES).

Either way, 256MB of RAM (or 1gb of virtual memory with swap) will be problematic - FlightGear is not particularly good at feature scaling, and isn't designed/developed with embedded platforms in mind

Someone with a backgound in software development (Linux, C++, cmake, git, OpenGL) could probably get a subset of FlightGear built for the device, but that will be primarily useful as a learning experience, you will not be able to actually load any scenery or complex aircraft.

It would still be a good effort though (primarily for FG itself), but certainly not for the faint-hearted.

You'd basically start out by building the headless portion of simgear/flightgear and its dependencies, and then take it from there by incrementally re-adding stuff.

But again, given the hardware specs, you won't be able to "fly".


For additional info, refer to:

http://wiki.flightgear.org/FlightGear_and_old_Hardware
http://wiki.flightgear.org/Howto:Optimi ... le_devices
http://wiki.flightgear.org/FlightGear_Headless
http://wiki.flightgear.org/FlightGear_and_OpenGL_ES
http://wiki.flightgear.org/Feature_Scaling
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