When I was very young, it was hard to watch my younger brother get presents on his birthday. I was jealous! Why should he get all of the attention? I was here first!
When I was just a little bit older, I realized that my brother's birthday was actually a pretty good day for me too. You see, my brother and I had one big pile of toys, so whatever my brother received as a gift would be available to me too; all I had to do was be patient and not snatch his toys for a few days.
The new announcement for X-Plane 10 Mobile is clearly trying to whip up a little bit of sibling rivalry: "X-Plane 10 Mobile will make our desktop users jealous." Besides being a chance to plug X-Plane 10 Global to mobile users, it is also a reference to the inevitable emails we did get (for X-Plane 9 vs X-Plane 9 Mobile) and will get from desktop users who are jealous of the development resources we spend on the mobile product.
Here are a few notes on X-Plane desktop and mobile and the relationship of the two products.
First, X-Plane 9 Mobile funded the development of X-Plane 10 Global. Had we not shipped X-Plane 9 Mobile, there would not be an X-Plane 10 Global, and I probably would not still be working at Laminar Research. So even if you ignore leverage and synergies between the code and you consider mobile products to be a distraction from the true purpose of X-Plane (desktop flight simulation), you can't ignore that mobile is part of our business, perhaps a part that should not be discarded.
Second, we have been moving to a "two fronts" strategy where we can actively develop both products at the same time, and we have hired more developers so that we can do so. X-Plane 9 waited while X-Plane 9 Mobile was developed, and then the mobile product was more or less frozen for years while we worked on X-Plane 10 desktop.
The level of ping-pong hasn't been as bad for X-Plane 10 mobile. We shipped 64-bit support, deployed the airport gateway, ported to Steam and shipped a brand new GPS while developing X-Plane 10 Mobile.* This has not been easy, but I think it indicates that we're making progress towards "two fronts". Both desktop and mobile suffer if they have to sit in the penalty box for years on end while the other is developed.
Finally, mobile devices are now powerful enough that we can share code and art assets between the two code bases. A few examples:
- Our minimum OpenGL requirements for the mobile product is OpenGL ES 2.0; our minimum desktop OpenGL version is OpenGL 2.0. And the capabilities required by both (render-to-texture via VBOs, vertex and fragment shaders) really are as similar as they sound.
- I have an iPhone 6 and a 2008 8-core Mac Pro. I ran the particle system performance test code on both and they run at almost the same speed. Obviously the Mac Pro is 6 years old and the iPhone 6 is a top-end phone. But there is no gap. This means that an older but supported desktop device will have similar characteristics to the top end of mobile devices. It's just one big spectrum of computers now.
A lot of code was moved from desktop to mobile for X-Plane 10 mobile. But code was also developed for X-Plane 10 mobile with the intention of moving it back to the desktop version of X-Plane.
My take-away point: if you use our desktop product, you don't need to actually be jealous of new toys in X-Plane 10 Mobile. Those toys are meant to be your toys too.
* One thing to note about this list: our ability to do more than one thing at once is mostly limited by who will do the work. Different developers and artists in the company have different skill sets; our developers are not interchangeable robots. Well, one of our developers is a robot, but I'm not going to name names.