Creating a Flight Simulator in Unity3D (Part 1)

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This video shows how to make a simple flight simulator, from basic theory to implementation

0:00 Intro
1:19 Physics of Flight
7:22 Implementation
19:15 Conclusion

#gamedev #unity3d #flightsimulator
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I'm amazed and saddened by the lack of views and comments on this video. Love them all, very well thought out and clearly researched and understood before implementation. Keep up the good work!

chiefcloudyeye
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Man, this is super cool! I never thought about the unrealistic physics in other video games, and I respect the time and effort you've taken to create this passion project

Definitely looking forward to your next upload!

TrentonV
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You call me nerdy for playing dcs, yet here you are coding.

picklechin
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17:06 The reason you use the cross product is because the g vector is perpendicular to both the velocity vector of the aircraft and the rotation vector of the turn that craft is making. Due to the fact that the rotation vector is always perpendicular to the velocity vector in most maneuvers, the magnitude of the g load is equal to the product of the magnitudes of the velocity and rotation vectors, hence why the math works out like that.

I hope that makes sense

TheNerd
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your passion burns throughout the whole video. Im making a mech game that involves air combat(might extend to space battles) and fighter jet target systems and your in depth explaination really helps me understand more about the essence these games strive to recreate, thank you and subscribed.

supmte
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I;m amazed by the amount of effort you put in the presentation to explain the physics in detail, which non other video on Youtube about flight physics for game dev has done. Great job. You deserve a lot more sub and view

NDSno
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THE PHYSICS SUBSTEP IS GENIUS!!! SOLVED MY PROBLEM ON A INDIVIDUAL SURFACE SIMUATION!

claxviith
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This is so easy to follow. You did a great job keeping the material clear and concise. Great work!

RyanLee-upej
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you are my professor.... idk why you did this and made it open source, bravo! many many respect!

OmPuter
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This is incredible. Thank you so much for releasing the source code

sdsdfdu
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One thing Ive been looking in flight sims is the feature to create dynamic campaigns. Sure having a good model is the main thing but what you need it for is also important

atencaogamer
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THIS IS WHAT I NEED, a More Realistic Physics, Ace Combat, people think doing Cobras on AC is fun but doing a Cobra in a more realistic game is satisfiying as fuck

RogueBeatsARG
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As a game developer I'm impressed on how you did this!

MssExtinction
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Thank you so much for such detailed but clear presentation.

yah
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This is one of the best approachings to putting together flight in unity. It's still slightly too realistic - at first - but it's an awesome way to build gameplay around flying skills. I've been playing with this for a few days now - I ran into a weird bug I cannot trace the source off. After a couple of seconds or more, I lose all lift in all surfaces - with gizmos visible I can see them just getting smaller fast and disappearing. I use the stock airfoils with reduced lift and drag for (75 and 35 respectively).

This can be a very successful asset store template with minimal additions: 1) multiple targets, 2) rotor planes (biplane and mono) 3) slightly more arcade controls 4) sound support. I would be more than happy to provide whatever art you need to help you put this up on the asset store (or just upgrade the git project).

edit - resetting the collision box on the plane to its original scale/values solved the problem.

larryneagu
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Found this from reddit. Your tutorial blog posts are awesome!

dreamisover
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Loved the video. You have big potential boy

lukarausch
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Great video! Looking forward for the next part.

narvi
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Visuals are very helpful and quick. Nice

sayochikun
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Very interesting introductory video with awesome animations! gg.

imDanoush