Game Development Community

How to make a flight sim ?

by Bruno Grieco · in Torque Game Engine · 04/19/2004 (11:38 am) · 13 replies

Hi Guys,

I'm trying to make a small flight sim. At this point it doesn't have to be realistic. It's just in a prototyping state.

I was able to model and export a small plane and set it as a player character. The plane runs ( and jumps :-) ) since I used the green guy scripting base from the tutorial.

I tried to set the world gravity to 0 so it didn't fall from the spawn sphere and it could take off but I haven't been able to do so.

How would I do that ?

I beleive that in the future I should set it to a vehicle instead of a player character so I could control the POV with the mouse and control the plane with the arrows.

Is that correct ?

TIA

Best Regards

Bruno

#1
04/19/2004 (11:56 am)
Torque has support for flying vehicles. So just make one of those.
#2
04/19/2004 (12:00 pm)
So the player won't be able to fly for itself ?

Could give me a link for a flying vehicle resource ? I tried searching for it but couldn't find it.

TIA

Bruno
#4
04/19/2004 (1:10 pm)
How would you deal with the 2 km max land size (at normal terrainblock size) for a flight sim. Be really boring to fly over the same landmarks constantly.

- C
#5
04/19/2004 (1:29 pm)
Wouldn't scale be the key here ??

Make everything super-tiny (player, buildings etc, etc.) then the terrainblock would appear HUGE :-)

greets
#6
04/19/2004 (1:32 pm)
Collison would be worse though, small objects fly through terrain much easier than larger ones, also, if you did scale everything down except the terrain, you run into the problem of havin' very little control of the terrain...
#7
04/19/2004 (1:41 pm)
You could always scale the terrain block UP :)

Or make a new one with better support for larger terrains.

But anyway, yeah, use a flyingvehicle as your base, add better flight dynamics and bobs your uncle..
#8
04/19/2004 (5:33 pm)
Thanks, guys.

I'll see what I can do with the tutorial.

The terrain size isn't really important to me. It's supposed to have a corn field over it where all the action takes place. But actually I never tought about this constraint.
#9
04/20/2004 (5:43 am)
Well you can buy the model you have in the products part of garagegames, you have a flying model with the source of Model, Textures, Scripts, all you need

i forgot the link so im editing www.garagegames.com/pg/product/view.php?id=9

I didnt buy this, i bought the jetbike model and it rulez
#10
04/20/2004 (6:00 am)
Messing with the terrainblock size will ruin any water effects you have. Then again, that may not be a big deal from up in the sky.

My original question remains though. You're going to need to figure out how to deal with terrain. Having a fast movement rate on only a 2 KM square block you'll run into the next "repeated" block relatively quickly.

I know someone (Gorpe?) was looking at linking multiple terrains together in a grib, but it would require a "zone" between each. You really need a seamless system to handle multiple maps. I know a lot of people would love to see that for other games, but I have no idea how to even begin on it. I'm still getting used to the engine.
#11
07/07/2009 (4:46 pm)
does anyone has some more source code on this matter ?
#12
07/09/2009 (10:25 am)
Try this flight compendium resource:

www.garagegames.com/community/resources/view/7079
#13
07/13/2009 (1:29 pm)
Thanks William. That was quite a handy link.