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From: James T. <ja...@fl...> - 2023-07-28 15:12:56
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> On 28 Jul 2023, at 15:15, Melih Bilgisayar <asd...@gm...> wrote: > > So you say we didn't use a game engine, we combined some things. Correct : it’s a hand-rolled solution. A standard game engine (Unity or Unreal) usually does not handle Flight-sim needs very well, although it has been done. For this and historical reasons (as Curt mentioned) we combine some separate pieces: the flight-model, what you would call a physics engine, some sound engines (OpenAL or AeonWave), and a lower-levle 3D engine (OpenSceneGraph). The we add our own scripting language and the portions of renderer specific to open-world scenery loading (that’s all the stuff about scenery pagers and tile managers and so on). If you were starting from zero, you’d probably look at using Unity or Pandas3D or BabylonJS, or potentially Cesium3D as the renderer, although each of those has its own set of drawbacks about content authoring, support for geosptial datasets, and so on. Kind regards, James |