AWE - Unnamed Unity flight simulation
I've worked on:
•Managed dev/design •Physics scripting
prototype was a low-overhead experiment to test the viability of
creating a semi-realistic flight simulator in a set of tools that would
make it easy to distributed web-based content. Most of our (flight
simulation) content is delivered through various applications of the
ESP engine (Microsoft FSX, Prepar3D), which is a robust tool but not
easily distributable through a web portal. This test was an effort to
see what kind of work it might take to distribute one-off experiences,
instead of the comprehensive experience that FSX is.
experiment was just that - a one-off prototype. Despite the relative
success of the test, we didn't move forward in making this a more
in-depth project. Where this becomes worth writing about is some of
what I learned in making this, and how I keep coming back to these
particular pieces of information.
Outside of defining the
project and managing the resources for it, all I did was dig in to the
physics portion of the script, to see if I could come up with a
simplified set of equations for modeling flight in a 3D environment. I
started with modeling the basic forces of flight - thrust, drag,
weight, lift - and, as the situation demanded (usually, single
instances of error in the basic equations), expanded the equations.
big takeaway from this was the reaffirmation of the notion that the
best way to learn something is to try to teach it to someone else
(in this case, to a script). Not only did this provide me with a chance
to relearn some basic physics concepts, it gave me some specific
knowledge regarding flight force equations that I would tap again and
again - I used these when I created a two-dimensional flight model in
the Island Escape game, and I've used these several times in ESP to
simulate various states of flight in XML/Lua script.