I am using Microsoft Visual Studio Express 2013 to try and compile the managed sample files. I did correctly in C# Express 2008 but here it's giving me an error.
An unhandled exception of type 'System.BadImageFormatException' occurred in Managed Client...
I guess learning the FSX SDK is like 10 times more complicated than learning Unity3D at least for me. And you have hundreds of toturials for Unity3D and almost zero tutorials for SimConnect. I learned a lot on the SDK myself but sometimes it's good to have a proper step by step tutorial. :)
I also want to know that. I want to make a simple Fuel Planner. I think you need the SimConnect though. I don't know how you can transfer the data to unity? But it would be awesome because I'm pretty comfortable with Unity3D.
Blender was the first 3d modeling software I used back in 2005. I gave up on it back then probably because of the unfriendly user interface and moved to learn sketchup. But I think they are making a new user interface for it. That will be awesome. I also wish the prepar3d SDK will be compatible...
Nice tip! I thought about it but I also thought that having one big 2048 or 4096 textures with all the details was better in terms of performance than having several smaller textures layered to give the same details. Then FSX will need to only load that one and not several at a time... :confused:
Very nice! I have been using very high resolution textures (4096x4096) for my runways but I have never been able to achieve this level of detail. Nice feature too, maybe you can add dynamic shadows with it if you are able to change the scenery files?
I had the same problem but I solved it. Now I'm getting Visual Studio C# because I know C# the most but I cannot find any SimConnect tutorial anywhere. I want to make a simple Fuel Calculator and I need to get some data from the current user aircraft, etc. I can also use Unity Game Engine, I...
AO is Ambient Occlusion; it's just a type of effect you can get from your renderer. Texture baking is a method you can use to get different effects such as AO, shadows, bump map, etc. rendered directly into a texture file.