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Show HN: Our flight sim for iOS: Infinite Flight

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Show HN: Our flight sim for iOS: Infinite Flight

#1
We started this flight simulator about 2 years ago to be PC based, after realizing that it was too big of a task, we switched to Windows Phone 7 (Release Apr 2011) and recently released on iOS (March 2012).

So far, the reviews have been encouraging, and we're closing in on our second update. Last update brought iPad3 support, new airplanes and bug fixes. Next one will bring 2 additional aircrafts, missions, better map, IFR Fixes/Airways...

Now, for the things that the HN crowd might be interested in:

- It's entirely in C#. Codebase of the simulator itself (excluding XNA, MonoGame) is 99% shared between WP7 and iOS.

- The user base on iOS is much larger than on WP7, the numbers go far beyond our wildest expectations. (It's a bit early to tell, but something like 30x to 45x what we had on Windows Phone so far)

- The physics engine is custom, we're using rigid body simulation and apply forces based on angle of attack, airspeed, lift tables...

- Using MonoGame/MonoTouch has been incredible, the guys at Xamarin are great!

- We did run into issues with Garbage Collection, but nothing that we couldn't solve with a classic optimization session at the end

- People seem to love the fact that we setup a uservoice site. (http://feedback.flyingdevstudio.com). We've got tons of suggestions and we'll try to implement what people want first.

Some videos/pics: http://youtu.be/YBww2pOkPec

http://imgur.com/a/n9hXV

Here's how to get the game:

http://itunes.apple.com/us/app/infinite-flight/id471341991?mt=8

Some promo codes:

R9ARH4W3734E

RHKE3YXPNJKE

PAXRJMKAJRW4

7JH9L3XRYXL9

F9HEY6MXP9JX

Re: Show HN: Our flight sim for iOS: Infinite Flight

#7
post #3

Looks very good. Any plans to come to Android? Will get it if you do :-)

We might do it later this year but we have no timeline yet.

Maybe that 1% platform specific code is a big 1%? :)

Gives me a warm fuzzy feeling to see c# running everywhere.

Re: Show HN: Our flight sim for iOS: Infinite Flight

#9
post #7
post #3

Earlier quoted context omitted.

We might do it later this year but we have no timeline yet.

Maybe that 1% platform specific code is a big 1%? :) Gives me a warm fuzzy feeling to see c# running everywhere.

Well, if you exclude MonoGame, most of the platform specific code is some window handling (showing messages boxes). The accelerometer, touchpanel, etc... is all handled by MonoGame and even though we contributed to it, it's not technically the core of the flight sim. That's what I counted in the 100% :)

For the UI, it's a custom toolkit we built on our own, so it's 100% similar for both platforms.

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