Sims are a captive market: all enthusiasts just buy it once, and there’s limited number of enthusiasts. Companies either have finite money and resell the same sim again and again, or over promise and under deliver.
To break a captive market you either increase customers (not gonna happen, in fact simmers and interest in aviation is trending down compared with the 80s and 90s), or remove the market part altogether.
Removing the market is the solution: be need an open source sim for the community by the community. Sims and libs that can aglutinate all work done in academia, gaming, and different styles of sims under one umbrella, bringing a symbiosis work that is way better than the separate parts. We need to pull a Blender.
We are in 2024. Sims suck. They barely are multi threaded. They need to reimplement all planes again and again, losing all info in what they falsely call themselves “a sim museum”.
Something with a cutting-edge game engine like [Bevy](bevy engine.com): Entity-Component-System architecture, Rust, immensely multi threaded, new graphic tecnhiques like Meshlets (same as nanite tech from UE5, the other only game engine I know that has it), physically based rendering, highly performing, using new techniques of software engineering (it’s not the 90s anymore).
Something with a community that embraces collaboration and the new tools (again, it’s not the 90s anymore). Got forges, chat platforms, RFCs.
Something that from the game engine to the flight models is open to be reused across academia, different types of sims such as land vehicle sims, civil aviation sims, combat sims. Something that wants to foster that kind of relationships.
All of this is possible, but not particularly easy. It doesn’t need to start big, just with libraries and utilities for academia and developers that one can build on top of.
Hence why I think the formula is “Bevy + Blender + some Copyleft licensed parts (GPL) + Community”.
barryamelton@lemmy.world 5 days ago
Sims are a captive market: all enthusiasts just buy it once, and there’s limited number of enthusiasts. Companies either have finite money and resell the same sim again and again, or over promise and under deliver.
To break a captive market you either increase customers (not gonna happen, in fact simmers and interest in aviation is trending down compared with the 80s and 90s), or remove the market part altogether.
Removing the market is the solution: be need an open source sim for the community by the community. Sims and libs that can aglutinate all work done in academia, gaming, and different styles of sims under one umbrella, bringing a symbiosis work that is way better than the separate parts. We need to pull a Blender.
We are in 2024. Sims suck. They barely are multi threaded. They need to reimplement all planes again and again, losing all info in what they falsely call themselves “a sim museum”.
We can do better.
Deway@lemmy.world 5 days ago
You mean something like FlightGear? ?
barryamelton@lemmy.world 4 days ago
In soul yes , in reality no. I mean:
Something with a cutting-edge game engine like [Bevy](bevy engine.com): Entity-Component-System architecture, Rust, immensely multi threaded, new graphic tecnhiques like Meshlets (same as nanite tech from UE5, the other only game engine I know that has it), physically based rendering, highly performing, using new techniques of software engineering (it’s not the 90s anymore).
Something with a community that embraces collaboration and the new tools (again, it’s not the 90s anymore). Got forges, chat platforms, RFCs.
Something that from the game engine to the flight models is open to be reused across academia, different types of sims such as land vehicle sims, civil aviation sims, combat sims. Something that wants to foster that kind of relationships.
All of this is possible, but not particularly easy. It doesn’t need to start big, just with libraries and utilities for academia and developers that one can build on top of.
Hence why I think the formula is “Bevy + Blender + some Copyleft licensed parts (GPL) + Community”.