Well linux and opengl are still around for the people that refuse to give up on 90s os's
Ohh please gimme a break. They just updated openGL to 4.3 this past summer. This is a very relevant API, especially when working with scientific visualizations, gaming, and simulations. The world's premier flight simulator, X-Plane, uses openGL. My favorite astronomy program, Stellarium, uses it. I get all sorts of special NTSC/CRT artifacting effects when I play Atari 2600 games, thanks to openGL.
All recent (and most ancient) GPU's support it, this includes Nvidia, AMD/ATI, and intel integrated graphics. And it is the intel integrated graphics (built into Sandy Bridge and Ivy Bridge chips) which bring openGL to the masses.
Linux, stuck in the 90's? I don't think so. My lady runs an entire business using 100% freeware software. Complete graphic editing and accounting suites operating through Linux. Not to mention the backup solution and other necessities. And as time goes on I believe that Linux will become more important.
With all due respect to my fellow forum poster - you do not know what you are saying when you claim Linux and openGL are 1990's stuff. Both are very much modernized.
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How would you handle mods? How would the "consumer" even develop mods? Would you even have mods? Until you can fairly comprehensively answer those questions, you probably won't pull a lot of us over to your side.
What isn't helping you garner much support either is your relative newness here. If this idea had come from a long-time member, then maybe it would gain some more traction, particularly if they provided more details to the framework (and didn't call it an Orbiter "port" either). I'm not saying being new is a bad thing, we've had some very good addons and ideas come from new people. But more often than not, we get someone who we don't know, with big lofty ideas that gets the community stirred up, then they just quietly fade into the background.
Mods and add-ons are the other 50% of Orbiter. Take away Orbitersound, the XR series, the Space: 1999 stuff, the MFD's, the scenarios, the space-A-stations, planetary textures. Dammnnn.. I couldn't imagine playing Orbiter without these things.
If anyone is planning on doing a remake of Orbiter for a console, that person is going to need to reverse-engineer the code, or obtain the sources from the Good Doctor. And it will be important to maintain add-on compatibility.
As I've said in another thread, if you want an Orbiter console - get a small set-top-box. Gussie it up with a good CPU and GPU, black it out, make it look pretty, strip out all unnecessary software and install Orbiter on it. Now you've got a dedicated box that runs Orbiter, it sits in the living room like a XBOX (but not an XBOX). It's compatible with add-ons, it accepts future versions of Orbiter. And you get 100% excellent technical support.
All the hard work in writing the software has already been done, why dupe the effort? To me it's like putting triangular wheels on a car, then rounding the points and modding the suspension; in attempt to get a Cadillac ride.