JoshParnell wrote:I'd be much more concerned about the graphics capabilites of the tablet than the ability to port over.
That was exactly what I meant when I said the procedural graphics would need to be written from the ground up.
Without knowing if you've used custom shaders for example, and not having any experience with the Metal API (that Frontier are now blaming for the inability to port their planetary landing expansion to E:D on) I just figure it's probably sufficiently different that it would need re-writing.
The latest iPads do have considerable graphical ability though, with access to some very low level APIs and things like Unreal Engine 4 running well, demonstrating a great deal of power.
Input control would have to be re-written (I have no idea how multi-touch devices look like from an API standpoint)
We can access every action a mouse can take, as well as more direct inputs so choosing what you'd want is probably the hardest part.
We would have to cross-compile to ARM (not sure what kind of challenges, if any, would pop up here).
Assuming you haven't used any specific compiler extensions this should be minimally difficult - we support C/C++ 11 directly in Clang so once we've coded a handful of lines to create the viewport we'd be good to go.
But LT needs a desktop-grade GPU, simply-put. Not Star-Citizen grade top-notch GPU, but I strongly doubt that a tablet is going to be able to handle LT, especially the procedural asset generation.
This is the interesting part, I think. You seem to be supporting GPUs from a few years ago, and that seems to correspond with roughly where the iPad is at today. Even if some items need to be turned down graphically I think you can see enough currently running apps to see that it should be do-able.
Long answer: let's talk again once we've got LT released and running on desktops
Heh. I don't think even the most deluded of us would expect anything else - we're just filling time while sending our prayers and best wishes your way