My new flight sim: MotorWings - Build your own aircraft.

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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby cevans » Mon Dec 28, 2020 9:53 am

Looking good!
How do you build your scenery? What areas?

Amazing looking work!
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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby Moach » Mon Dec 28, 2020 6:04 pm

Scenery is all procedurally generated - It's a fantasy world, so the trick is making it look authentic rather than match reality.

There's a built-in generator system which is quite complex and creates details according to a large-scale continental guide map, with pseudo-random terrain anywhere that isn't modelled by hand - The generator allows setting up areas where it doesn't interfere with manual editing

I'm still working on it, of course.


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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby Moach » Thu Dec 31, 2020 4:09 am

I've just set up a Patreon account where anyone may help the project along however they can. Somebody had suggested that I do this some time ago, and now I've finally got around actually doing it.

I hope this project can become viable as a real business some time this year.
Our current 2-man team has been mostly just myself until now, as the other half has a full time day job and can't fully commit to it as I have done (which has cost me a rather inglorious "move back in with mom at age 35" career investment path to allow for it)

Kinda hard, doing it all alone... After a year of it one starts taking the constraints for granted, which isn't really a good thing, as this leads to a growing subconscious aversion to ambitious design choices. I have to continuously police myself to keep my head and ideas on track lest that should happen.

I am aware that I do have a very unusual combination of skills that would in theory (that wonderful place where nobody is ever wrong) allow me to pull off the entire project on my own should push come to shove. This is not something that should be taken for an alternative, as it would literally take decades for it to happen that way.

So the main plan is to try and find some source of funding that this may be turned into a full time job not just for myself, but for a small group of talented people working together to make this game come about as best we can.


If you wanna help out, check out the Patreon link I just set up on the MotorWings main page - It's a big red-ish button right on top, you can't miss it.


Anyways, happy new year everyone! ​​​​​​​​​​​​​ :dance:
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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby JanC » Thu Dec 31, 2020 4:39 am

I am stunned all the way from Scandinavia! :clap:
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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby Moach » Sun Jan 03, 2021 1:52 pm

Couldn't get the forum to actually embed the player for some reason, but here's a short video of the game in action and my ongoing work on adding guns and stuff:

https://www.youtube.com/watch?v=p4alXMRdZ0I
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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby Moach » Wed Jan 06, 2021 7:37 pm

Adding some new parts today:
Image
Image

Also gave the old runway a good revamp, with an overlay arrangement for much sharper textures
Image

This should be in the next build, but for now there isn't enough new stuff to be worth doing a whole release just yet - Gonna make some more parts first :think:
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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby cevans » Thu Jan 07, 2021 7:27 am

Watched the video. Looking good! :clap: :clap: :clap:

So the scenery is a random generation?
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Re: My new flight sim: MotorWings - Build your own aircraft.

Postby Moach » Thu Jan 07, 2021 9:26 am

It is random for the most part - wherever nothing else is specifically designed, that is.


Scenery is dynamically generated by a complicated arrangement of noise functions and filters assembled into the "Map Magic 2" terrain plugin for Unity. It can generate an infinite world on its own if you let it, but making it look authentic and pleasant to behold still takes a lot of fiddling around.
Despite what the name implies, it isn't really magic... It's a very powerful tool, no doubts that, but like all such things, it's equally good at making sceneries that are totally awesome or egregiously repellent - You can hook it up any way you like.


My setup here for now has only one Biome, which is good enough for plains and rolling hills with some casual heights here and there - It follows a continental-scale map which determines just how vertically intense any given area may get as you fly through it. (at zero, you get the ocean) - Eventually there will be other biomes, for making deserts, jungles, glaciers, etc, and then we'll map these to different parts of the world in a similar way.


This allows us to have a "Known World*" mapped out, so we can have a number of common destinations charted up before you start exploring "here be dragons" country.
* map is a work in progress -- The starting airfield location is "Haven Rock"


This area comprises a real estate of just about exactly one million km²...

At those scales, the terrain system has to be capable enough to do it's own thing and populate that huge land with stuff like towns and villages and whatnot - Most of the smaller towns and settlements will be thus dynamically generated.

Yet I'm making a point of working it out such that major locations and terrain features can still be inserted "by hand" at arbitrary coordinates so that they get included in the whole process. The end result should be that one cannot easily tell what bits of the world were made by man or machine.




This is pretty similar to how FSX handles scenery layers, though Unity allows us working in a far more visual, hands-on way for it

Anyhow, it's not totally random, that is: Two different players will always find the same randomly generated features at a same given location. This is called "pseudo-random", and it takes a "seed number" to roll the logical dice and create random results unique to any given number. Naturally, the seed number for our world is 42



And of course, as you get closer to the "edge of the world", the known-world continental map gradually transitions away, smoothly giving full authority to a fully procedural system which then goes on to infinity. And there'll be support for mods, so that custom terrain features can be added wherever you like... but that's still quite a bit ahead for now


Anyways, that much is still quite some way ahead of me on the almighty to-do list - There are more basic things to sort out before we come back around to the terrain engine (but soon, we shall)
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