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floight sim

  • 2 Devlogs
  • 1 Total hours

simulatorates flying

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Official Devblog 1:

Welcome to my attempt at a Unity WebGL Flight Simulator!

My Goal is to create a functioning combat Flight Sim, using unity and a crap ton of calculations. I’m trying to make the sim as realistic as possible by including lift, drag, and all of the other forces that make things fly (or not). At the same time, I want to minimise CPU load to make the sim succesfully run on devices such as phones or tablets with as little lag as possible.

My Background:

I am a complete beginner in Unity, but I’m using it because I already have a basis in Blender and in coding in general, so hopefully it doesn’t turn out horrible. At the same time, my Blender skills extend just as far as basic modelling and sculpting, and my Coding skills barely extend past semi-advanced python, so I’m relying on a lot of Youtube.

What I’m currently working on:

Currently, I’m trying my best to model one of the multiple(?) planes that will be available. In my past post (it feels too incomplete to be a devblog) I modelled the fuselage of the plane. Honestly, I don’t hate the general form of the plane, considering canopies are actual hell to model. Today, I added some rough intakes and the basic wing shape, which I’ll improve as time goes on.

pleeaasseee repost if possible :)

-lzdtng48

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unofficial devblog no. 1 (first and only).

so I made the fuselage of a plane for a webgl-based flight simulator I’m making, hopefully going to integrate multiplayer combat and (if i’m feeling it) a damage model that affects flight performance.

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