#AI Aircraft Simulation Advice

1 messages · Page 1 of 1 (latest)

misty lance
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I'm planning an AI aircraft simulation system where the plane just operates on its own based on some behaviour ruleset. But since I'd want to simulate multiple aircrafts flying and moving on their own (would include taxiing and taking off, following waypoints & eventually landing), I'm wondering:

Whether the basic form of aerodynamics—including all the four forces (lif/thrust/drag/weight) for each aircraft—would be the right move, or using some different type of movement technique.

I want to achieve something like Aeronautica but without the player controlling it and without the other things that affect your aircraft’s movement like winds.

I wanna know what the best approach would be for simulating multiple planes—whether using physics to give a semi-realistic look or using the movement methods to achieve it. Aircrafts are not to scale but are smaller, a little larger than Aeronautica (iykyk)

misty lance
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yes?

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I know for a fact its possible, just the best way to do it

slate storm
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bro

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is that a question

slate storm
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and also i think you should use the same plane model

slate storm
misty lance
dry waveBOT
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misty lance
# slate storm i mean just use physics

I would but for me, it seems to be a little overkill and since I already mentioned I will have multiple aircrafts operating at once, idk how that might affect the performance over using things like Lerp. plus I would for a fact be using multiple different aircrafts but they would be more optimized

slate storm
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I mean how much planes are operating at once?

misty lance
slate storm
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so like 5?

misty lance
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but for a rough est like 20+

slate storm
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If you want physics, and 20+ planes maybe like use some smaller planes

slate storm
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just like

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smaller planes

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not big ones

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or meah

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mesh

misty lance
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they would obv be mesh

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and i alr have LOD implemented

slate storm
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sure

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use physics if its mostly mesh

slate storm
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no llm bro