Flightgear 2018.2 build was tested on Haiku R1B1 and nightly hrev52525. I worked on porting FlightGear 2018.2 for Haiku for both 32-bit and 64-bit (GCC7+) variants. No build issues.
I reviewed the current 3D graphics capabilities and multiplayer support networking on Haiku which seem fine in comparison to BSD/Linux. What I like about Haiku is that it seems stable with most games I’ve ported to it. Haiku has a cleaner approach to certain things.
Of course, modern 3D hardware accelerated video drivers for Haiku are needed Yet, knowing developers can develop, render, and port modern 3D simulations on Haiku is a great thing indeed. .
It would be nice - and good PR - if there was a hpkg downloadable at that site. Have you contacted the FlightGear people? Plus recipes to have it and all needed data packages in HaikuDepot for convenience.
I, too, would remove the ‘built from source’. It’d require to have haikuporter set up and the haikuports tree cloned. Being in the standard repo and knowing that HaikuDepot is always part of Haiku, we can skip the hoops descriptions for Linux distros have to consider.
Concentrating on the ‘normal’ end user, just point out that FlightGear is available in HaikuDepot. You could point to the 32bit and 64bit pages at the Haiku Depot Server, but I don’t see what good that’d do…
All that, of course, only after you PR’ed your recipe and it’s merged.
How I wish… the FlightGear port is a work in progress and sorry if this post was misleading in someone thinking “everything” was working fine. I only proved we could compile FlightGear 2018.2.2 on Haiku and get it working ‘somewhat’. We have issues with WebPositive and the Haiku windowing integration with OpenSceneGraph that I hope to resolve in due time.
As for FPS and such, I know the software-rendered FPS on most 3D apps I run on Haiku is much faster than on Linux/BSD. FlightGear uses polygons/tessellation-related/shader rendering so things get slow (or buggy) without HW acceleration and usage (unless you like low resolutions/graphics detail).