This is one of the best resources - however, after following the tutorial and spending hours looking through the source code, I cannot figure out how the inputs are actually called. I understand you're using the new unity input system, however, the two primary scripts "Plane" and "PlayerController" seem to never actually reference the function "OnRollPitchInput" or "SetThrottleInput" - am I missing something?
@luyandasilindokuhle394221 күн бұрын
The missile knows where it is 😂😂😂
@not_hakurei123627 күн бұрын
All I could learn from this is that Im not smart enough to understand any of this sh**
@chad-wyckАй бұрын
Really great video, makes me want to whip out an old compute shader I wrote that uses a low resolution transparent normal render (rendered from the current ortho perspective of the wind) for calculating the per pixel forces and torques. I decided I ultimately needed someone who really knew their planes and shit to have it match a traditionally aggregate simulated formula. Thoughts?
@Shakespeare1612Ай бұрын
I have downloaded this and it is working well, but as the blog post says, "the art assets and the code for placing them is missing". Where can I find it, or at least does anyone want to collaborate on making asset placement code? I think I would like to make my own assets, maybe a more natural looking cave system with stalagmites and stalagmite, and rough cut stairs.
@Shakespeare1612Ай бұрын
What version of Unity was this created in, and how high in version do you think it would go?
@1storyshiftchara778Ай бұрын
this video is my one piece
@bruceli3067Ай бұрын
I added on some more features, such as target selection and flares! I really enjoyed playing with it, and I'm glad you made this :D
@paulo19402 ай бұрын
I was searching for this exactly. Perfect!
@thoufiqjabbarsilton58932 ай бұрын
Can the code be used for the fbx extension?
@dbatdev2 ай бұрын
Properly good stuff. Thank you.
@New-Zealandball2472 ай бұрын
Or get the module AirSim
@HarshitRana572 ай бұрын
amazing video, very well explained thank you for this
@panickal2 ай бұрын
What kind of settings are needed to have slow, realistic turning for scissors etc AND cobras and kvochur bell maneuvers? Edit: It seems the G limiter is what prevents a cobra maneuver, for which you need to get 90 AoA and keep altitude almost the same. Let's say G pitch limit is 10. The maneuver can't happen, you just turn upwards, seems to be the case at all speeds. But if the g limit was let's say 20, the Gs pulled in the cobra don't even reach 10. It's just that if the limit was 10 it wouldn't be allowed. Does that make sense?
@micahburnside22812 ай бұрын
This is “the missile knows where it is going” logic with extra steps.
@AterNyctos2 ай бұрын
Simply amazing!
@Koniving3 ай бұрын
Can this be run in editor to create the layout, and allow us to build on top of/edit the results?
@Vazgriz3 ай бұрын
The code as is can't do that. But there's nothing that would stop you from making the modifications yourself
@LordXelous3 ай бұрын
And of course once you have a "Foo" like this you can just template it around any type and avoid using "void*".... which is the bit I totally forgot you were asking in making my two little links... DOH.
@bengamedev18723 ай бұрын
My question is if you introduce a y axis, do you have to compute it separately, same as the x axis? Seems like it. Amazing tutorial btw!
@Vazgriz3 ай бұрын
It is possible to have a PID controller that controls 2 axes at once. However it is more common to have two separate controllers that can be tuned individually.
@pygarg263 ай бұрын
Amazing
@readyforlol3 ай бұрын
I wish this system had a more intuitive name. As a 3D artist with no engineering knowledge whatsoever, I've been struggling for a couple of years with this problem looking for smooth rotation tutorials that just work off of LERPs and the likes, never touching on physics or the 15° to 345° problem. This entire time I've been thinking "there must be a better solution to this..." but without knowing the name of it, or even the names of the problems I was trying to solve, I had no way to look it up. This video would have saved me dozens of hours of trial and error trying to solve something myself I wasn't qualified for, and which was already solved in the first place. It will still probably save me dozens of hours in the future, so thank you.
@bengamedev18723 ай бұрын
Very true, I asked in unity discord and someone immediately mentioned it and I quickly realised they saved me a ton of hassle! Thanks PraetorBlue 😁
@pureatheistic3 ай бұрын
Last time I piloted a rocket didnt go so well. thank god for this video cuz i gotta renew my license next week.
@adamnorbertszabo43513 ай бұрын
why is "error = Quaternion.Inverse(plane.rigidbody.rotation) * error;" necessary?
@2ksnakenoodles3 ай бұрын
Any chance you could tackle helicopters? The system you have here is really nice!
@oliver-nation43773 ай бұрын
I cannot understand why people like procedurally generated terrain. It's way more fun to have one masterfully designed level, than one level with random aspects.
@CFL.4 ай бұрын
Do you generate cubes and connect them with each other?
@MinhLuong10064 ай бұрын
Can you do tutorial videos about the tank you uploaded on KZbin?
@KucheKlizma4 ай бұрын
That's an interesting approach, it differs a lot from the commol voxel engine approach to generate the hallways/staircases first (aka like minecraft cave system) then automatically add the room tiles afterwards in spaces that match given criteria.
@RogueBeatsARG4 ай бұрын
Could you make the missiles lock inside the Circle? like the Seekerhead looking limits? or you doing it Ace Combat style?
@RogueBeatsARG4 ай бұрын
THIS IS WHAT I NEED, a More Realistic Physics, Ace Combat, people think doing Cobras on AC is fun but doing a Cobra in a more realistic game is satisfiying as fuck
@panickal2 ай бұрын
I can't figure out how to have cobra in it and also have realistic nose pulling dogfights
@nightfox67384 ай бұрын
This makes incredibly natural and clean looking layouts for a procedural algorithm! Excellent work. How did you handle the hallways that failed to pathfind? Are you guaranteed to still have some path through the dungeon to get from any one room to any other room or are there potentially breaks that split the dungeon?
@datwolfe35124 ай бұрын
Im very new to programming so this is a dumb question but how wpuld i go about making my code remember it's route like you did with the A*
@Burbun4 ай бұрын
As someone looking to make physics games, I'm gonna get a lot of use from this
@Rayaabban4 ай бұрын
so cool
@skeleton_craftGaming4 ай бұрын
Managing expectations is a good thing. I guess. Not going to lie. It made me subscribe
@danilomitrovic39544 ай бұрын
You shouldve researched math that is used on architecture. By using modulor you are able to define an exact 3d grid that would remove any possibilities of unused connections. That way using a restriction on first step it will generate less headache down the path.
@og_skullkid13874 ай бұрын
Implement this into an ARPG looter dungeon crawler in VR. Would be INSANE!
@olleicua4 ай бұрын
"dont get your hopes up" best CTA ever
@azncore54444 ай бұрын
Yeah everything is cool etc and it's just a showcase, but why tf you would put moments where you somehow put walls/floor etc. from asset and just don't explain how it works, literally just showed and said "oh nmhmmh i can't show how cause I bought this assets' so just fkin show how you made it, no one needs your lowpoly shit
@nopenope65304 ай бұрын
background music is to loud compared to narration, it would be better without music at all.
@Achyirah4 ай бұрын
The format of this video reminds me of those osint people.
@dante74304 ай бұрын
how long did it take you to learn Delaunay Triangulation bcs damn my brain hurt lol
@kv12934 ай бұрын
@Vazgriz Just wanted to let you know that I followed your guide loosely and was able to get a proper level generation system up and running! I already had a prototype for my gameplay and plan to continue working on my 3rd person ARPG roguelike.
@liamlahmann33484 ай бұрын
If you like this video and want to see more like it, dont get your hopes up 💀💀💀
@kaizoku_044 ай бұрын
nigga who will dislike this video ! it's literally the best explanation for the PID controller ! thank you so much
@torgo_4 ай бұрын
I have a tiny peanut brain and don't understand any of this however, would it be possible to use this in Godot?
@sheikh813Ай бұрын
Yes.
@xomvoid_akaluchiru_9874 ай бұрын
As you said at the end it's a good base for dungeon generation, my brain was already flying through different tweaks and addition rules I would add so that the starting rooms, boss rooms, shops, or whatever special rooms would all be paced properly, as to not rush with one connection between the start and end of the dungeon. Whatever you end up making be sure to at least show the finished project! And as a final note, this reminded me of this indie title called Necropolis that has 3D procedural dungeons, it's system was not the most polished, and the game itself has a lot of issues just in the design choices, but I can't believe I never inquired as to how the generation works before now!
@wuketuke66015 ай бұрын
If you used mst, you could have skipped delaunay triangualtion, and the result would be the same
@Firebend115 ай бұрын
8:32 how do you add specific keybinds for the throttle?