Ehh nope, you have to take your 3D and implement everything that is new, then all your .XML code and implement what is new, then you WASM modules and implement what is new. I don’t get why people want to rationalize a Microsoft flight simulator SDK with other APIs or like this is some sort of copy / paste situation in Word or Excel, but if that is what they need then put it this way:
Imagine you have an API code in DX11, you have your graphics rendering code all nicely working on DX11, then DX12 comes along and tells you, you need to change the way you were doing things entirely in order to get the performance boost.
While you might have thousands of line of code already, it is now all useless if you wish to use DX12 native as everything changes in the API, parameters, procedures, libraries, methods, design, etc. You cannot just copy and paste your DX11 code to make it all be DX12 code by magic can you?, you have to convert the code, does this make sense?
This is the same with MSFS 2024 guys, you can run MSFS 2020 code yes, but that is BACKWARDS COMPATIBLE and not MSFS 2024 Native (which is what I was discussing).
The MSFS 2024 Native code, is all new, new processes, new libraries, new materials, new methods, new techniques, and new ways to handle 3Ds and even animations in certain areas (Propellers, and gears rotations are an example). A wheel tyre in MSFS 2020, was animated rotating it 360 degrees, where is you want the new type of wheels with weight compression, you must re-do the wheels UV in a new way, create a new texture for this new UV, and perform a new UV animation with very specific parameters instead the traditional simple rotation, then you must skin (with bones / armatures) all the wheels, and perform a new skinned animation so the tyres deform with weight, then use the new Model Behaviours EX1 code to implement this new type of animation.
It doesn;t matter if you are starting from scratch or not, if you want the wheels animations MSFS 2024 fully native, you have to do the steps above.
Similar steps exist for propeller animations, of course if you just cannot be bothered, you can leave the old wheels animations and propellers as they were in MSFS 2020, and just continue using them with old model behaviours code, which obviously means, you not using the new technology available with the platform.
WASM code is the same situation, you can still compile your old C++ modules with MSFS 2020 code and libraries, and that will run in MSFS 2020 and 2024, yes, but it will not be NATIVE MSFS 2024 WASM compiled code, now if you take your old MSFS 2020 WASM module and you change it to MSFS 2024 WASM libraries, the modules will not compile, because all the MSFS events, L:VARS APIs, and many other modules were replaced with new structures and requirements and you will need to sit there, convert and then verify everything works, re-test your product and ensure you got no un-expected behaviours.
This repeats on hundreds of elements all across the SDK, the list I provided is just a portion to simplify key points for people to look at.
My post was related to what is a TRULLY NATIVE MSFS 2024 product and what is not, very important red line there.
If I start a project from scratch it could takes me years (because the fidelity I put on it), taking a MSFS 2020 product and converting it to MSFS 2024 FULLY NATIVE can take me from 2 to 3 months (yes that long, because my products are very complex).
Ask yourself the question, why so little updates of aircraft MSFS 2020 to MSFS 2024 are available on the market? everyone is currently sitting: A) Learning the new SDK, which is VERY different from the previous version. B) Converting their products, C) Creating a new products in order to survive the transition to a new platform since just doing conversions would not yield enough return to continue business operations.
As I said, I seem releases just doing the bare minimum and call it a day (they run lots of stuff in backward compatible mode / old ways), but these are not fully MSFS 2024 native.
Best,
Raul