#Flight Simulation

1 messages · Page 1 of 1 (latest)

jade vigil
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My first 'real' attempt at creating and releasing a game on/for steam.
everything aside from plane models are procedurally generated and all systems are built with the mindset of 'replicate/emulate physics' i.e. sound and flight simulation logic.

there are a few known issues such as the map causing locked fps of 20 and rubber-banding when using steamworks for multiplayer
i would love some tips from more experienced programmers in all areas of the game, specifically including but not limited to the flight simulation, terrain generation pipeline, rendering(vulkan) pipeline and the steamworks implementation
repo
latest github-produced binary download link

GitHub

Flight Simulation Game, Started as a Love2D project and has since been remade in C++ - Ronnie-Reagan/TrueFlight

flat storm
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Also löve 2D is peak

jade vigil
jade vigil
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bunch of negative nancies over there that act pessimistic

flat storm
# flat storm Hmm

But not gonna lie a full 3d fightsim in a 2D engine in honesty rly cool

jade vigil
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you ask how to do something and theyll waste 10 minutes saying not to try without caring to think of a solution

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i dont like it

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i like helping others acheive goals, not shut down their dreams

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sometimes that includes a reality check but not always

jade vigil
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so its kinda basically dead media

flat storm
jade vigil
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its a framework but i agree lol

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(semantics matter)

flat storm
jade vigil
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i Love Löve2D

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but i wont use it anymore

flat storm
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NGL I don’t use it much tho

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Cuz I do most of my programming in C

jade vigil
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i would use ffi to call c/c++ from lua runtime

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best of both worlds

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easy window creation and such from Love and low level speed from C

flat storm
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But maybe thats jst cuz I use Python for more memory-safe types lol

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And I jst call a C function

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To do all the work

jade vigil
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ive never had to use cpython much because i love lua so much and dealt with love since finding it

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i have 60+ love2d based projects i think

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and like 90+ python projects

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most python i use is for the pip installable modules that make prototyping easy

jade vigil
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i would migrate logic into modules, add stuff to main while implementing it, then migrate to modules

jade vigil
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constantly fighting the local declaration limit for a single scope

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these are all from the lua/Love2D version