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(1 edit) (+2)

A wonderful game! Flight dynamics is based on smooth movements, probably through linear and angular accelerations or forces and torques. It's great that you chose this way of building a controllability model. This gives you the opportunity to increase the realism of the flight dynamics to the level of a good simulator.

It is unusual that such an interesting 3D project is made with Godot.

I will try to come back in the near future and give a more complete analysis of the aerodynamics in your game.

(+1)

I appreciate your review! Flight physics are far from perfect, but the model itself indeed works as you described. It is very advantageous, since you get a lot of things for free, e.g. landing, taxiing and collisions. Realistic stratosphere / zero-g handling could also use the same model with minimal changes.