Realistic Aircraft Physics for Games

  Рет қаралды 79,182

Jump Trajectory

Jump Trajectory

Күн бұрын

How to make realistic fixed wing aircraft physics for a game?
Source code:
github.com/gasgiant/Aircraft-...
Aerodynamic coefficients calculations:
W. Khan and M. Nahon, "Real-time modeling of agile fixed-wing UAV aerodynamics," 2015 International Conference on Unmanned Aircraft Systems (ICUAS), Denver, CO, 2015, pp. 1188-1195, doi: 10.1109/ICUAS.2015.7152411.
ieeexplore.ieee.org/document/...
Music:
/ igor_vaiman
I Don't See the Branches, I See the Leaves by Chris Zabriskie is licensed under a Creative Commons Attribution license (creativecommons.org/licenses/...)
Source: chriszabriskie.com/dtv/
Artist: chriszabriskie.com/
Assets:
assetstore.unity.com/packages...
assetstore.unity.com/packages...
assetstore.unity.com/packages...
github.com/SlightlyMad/Volume...
assetstore.unity.com/packages...
0:00 Why realistic physics?
0:58 Aircraft physics basics
2:36 Lift and drag equations explanation
3:59 Aerodynamic coefficients
5:31 Coefficients calculation
7:16 Combining aircaraft elements
8:28 Aircraft physics substep
9:48 Outro (with nice flight montage)
#unity #physics #airplanes

Пікірлер: 172
@kelvinresch8939
@kelvinresch8939 4 жыл бұрын
I found your post on Reddit. This video's quality is of insane quality and you did a really great job putting the whole thing together!
@JumpTrajectory
@JumpTrajectory 4 жыл бұрын
Thank you very much! I tried really hard and I'm happy you liked it!
@addmix
@addmix 2 жыл бұрын
One thing to remember is that the body of an aircraft creates lift too, so airplanes won't feel quite right without aerodynamic surfaces on the body.
@YoAndyZou
@YoAndyZou 10 ай бұрын
How much lift does it contribute? I would have guessed it'd be somewhat negligible compared to the wings
@amilkyboi
@amilkyboi 9 ай бұрын
@@YoAndyZou Unless the aircraft is specifically designed as a lifting body (see Martin X-24), the fuselage probably generates somewhere in the region of 10% of total lift. This is more of a figure for general aviation and commercial aircraft, though. Fighter aircraft are probably an exception to this, I'm not sure. I would imagine something like the SU-57 or F-22 generate a non-trivial amount of lift from their fuselages. They're both quite flat and have almost blended-wing body designs.
@jonaslavicka2411
@jonaslavicka2411 8 ай бұрын
@@amilkyboi Maybe not lift, but i think aerodynamics of the body contribute to pitch and yaw stability
@Why485
@Why485 3 жыл бұрын
This is the best, most robust, and useful summary I've ever seen on writing aircraft physics for games. I'm especially impressed at the solution to physics substepping, as it's something that I actually struggle with on my own game.
@JumpTrajectory
@JumpTrajectory 3 жыл бұрын
Thank you! Glad to be helpful.
@INeatFreak
@INeatFreak 4 жыл бұрын
This channel is so underrated. Hope you will blow up soon. You deserve it.
@forestrf
@forestrf 3 жыл бұрын
It will surely be a matter of time
@MaksMikhnevych
@MaksMikhnevych 2 жыл бұрын
Then you should share this video on your social media channels to support your "hope"
@dirkderkdurk
@dirkderkdurk 4 жыл бұрын
This is fantastic content, well done and thank you! The visualisation of everything really helps explain things, especially with the 3brown1blue colour scheme. The code is very much appreciated, as that's the main way I understand maths.
@JumpTrajectory
@JumpTrajectory 4 жыл бұрын
Thanks for watching! Glad you liked it!
10 ай бұрын
its 3blue
@dirkderkdurk
@dirkderkdurk 10 ай бұрын
@ my bad, thanks!
@AusafAhmed
@AusafAhmed 3 жыл бұрын
I've been looking for a video explaining aero simulation for ages. Amazing job, the visuals and detailed breakdown make this complex problem easy to understand. A+ quality content, I look forward to future videos like this!
@adistyaherlangga2268
@adistyaherlangga2268 3 жыл бұрын
i was expecting code stuff but greeted with well explained physics and the maths behind it, much better than what i've been thought before in school. excellent tutorial
@hugo5097
@hugo5097 3 жыл бұрын
Really hope you continue with this kind of content because you are doing a fantastic job, thank you!
@raymondlin642
@raymondlin642 4 жыл бұрын
Looks like I’m a bit later than everyone else, but I also saw your reddit post, and I have to say, I am more than impressed with the quality! Keep it up!
@Madlion
@Madlion 2 жыл бұрын
Wow your videos have insane content quality. I like how you go further into the math, even though I don't quite understand all of it (especially the ocean IFFT video). But I'm glad you presented it so clearly which gives me a direction to how to tackle these problems. Thanks!
@randomness420
@randomness420 2 жыл бұрын
Woah... this video is exactly what I needed to start development of a game I’ve been dreaming about for years. Thank you so much !
@RealHiipixel
@RealHiipixel 3 жыл бұрын
Love your work man. The documentation of the process in making it is so fascinating
@Leandero
@Leandero 4 жыл бұрын
Thank you very much for the excellent video! even more by opening the resulting code. I was looking for more adventures about physical calculations and their contributions to a more enjoyable gameplay and your channel seems to be excellent!
@JumpTrajectory
@JumpTrajectory 4 жыл бұрын
Thank you! I'm planning to do more gamedev physics stuff in future videos!
@harveythompson6197
@harveythompson6197 2 жыл бұрын
Your videos are excellent, and am sure take a _lot_ of time. Not only did you make a great easy to understand video and explanation, but also the detailed math and source code are also there. Subscribing just in case there are ever any more.
@JumpTrajectory
@JumpTrajectory 2 жыл бұрын
Thank you! There will be a video in December.
@fuzzysphere
@fuzzysphere 2 жыл бұрын
One of the best things I have seen on KZfaq. Great job!
@GabrielBarbosa-bl4sb
@GabrielBarbosa-bl4sb 3 жыл бұрын
Meu deus, foi tão dificil achar um conteúdo assim. Obrigado, mais um inscrito e ansioso por mais videos!! :D
@gallardomatt
@gallardomatt 3 жыл бұрын
Dude, your video is so well made, thank you ! Vehicle physics are a very niche subject, but still you made a high quality video on it ! True dedication
@windowsxseven
@windowsxseven Жыл бұрын
Not niche at all
@altnomerus2150
@altnomerus2150 Ай бұрын
Based on your aircraft physics , I built a Kamikaze (Suicide) UAV simulation in Unity, and I'm continuing to develop on it. Excellent work, and many thanks for sharing it.
@user-jb6tj5is9h
@user-jb6tj5is9h Жыл бұрын
Such a compact, elegant, informative video, abusolutely amazing!!!
@jdonaldsontcs
@jdonaldsontcs 3 жыл бұрын
Bro... You made me sub in 2 minutes of this video. Looking forward to seeing your other posts!
@mooumari8210
@mooumari8210 3 жыл бұрын
This is so nice and well explained Thanks a lot
@caspera3193
@caspera3193 2 жыл бұрын
Quality video and perfect for people who are not satisfied with over-simplified implementations!
@jan_the_man
@jan_the_man 3 жыл бұрын
This is amazing! The video quality is worthy for a 100k subs channel!
@MaksMikhnevych
@MaksMikhnevych 2 жыл бұрын
But is this video worthy for you to share it on your social media channels? Can you make an impact, not noise?
@mrandrossguy9871
@mrandrossguy9871 2 жыл бұрын
I wish as well that More air games continue to have Options for More Engaging Physics that can be Applied for Any Platform, just like Realistic Driving Physics games
@CYON4D
@CYON4D Жыл бұрын
Excellent presentation and information.
@mohdgufranansari4835
@mohdgufranansari4835 2 жыл бұрын
You did a great job, loved your content!!!
@simongottfridsson1264
@simongottfridsson1264 Жыл бұрын
Great video and super helpful!
@TheoremofBeethoven
@TheoremofBeethoven 4 жыл бұрын
Perfect! nice work.
@JumpTrajectory
@JumpTrajectory 4 жыл бұрын
Thank's a lot!
@tansakdevilhunter9996
@tansakdevilhunter9996 2 жыл бұрын
Very good quality, learn a lot of things Maybe for next video do it for car physics as a sim-arcade style
@antonisk8856
@antonisk8856 3 жыл бұрын
Thanks a bunch. I've been working on a bird "simulator" game and I've spent ages trying to figure out how to solve the jittering at low FPS
@fotografoulisses
@fotografoulisses 3 жыл бұрын
SUCH AN UNDERRATED CHANNEL!
@DarkShroom
@DarkShroom 3 жыл бұрын
wow i been bashing my head for this problem for a while.... you start off wanting a tutorial in your language, you end up willing to read the JBSim manual .... it's really hard to penetrate the academic angle here so this is a valuable video very good thanks
@eddiesae6045
@eddiesae6045 2 жыл бұрын
I am feel like creasy!! waiting for the continuation of this topic in another video!! 😁 🙏
@Dth091
@Dth091 2 жыл бұрын
Nice, is that some geometric algebra I spy in there? Great video! Hope to see more :)
@voidexp7180
@voidexp7180 Жыл бұрын
This is pure gold. I'd love to smash a donate button!
@thedrumminggamer1064
@thedrumminggamer1064 Жыл бұрын
these videos are incredibly high quality, and its a shame you never continued your youtube journey
@mdejoss1311
@mdejoss1311 2 жыл бұрын
This is what i'm looking for very informatif!
@bfk9636
@bfk9636 2 жыл бұрын
Excellent Job!
@StarStudios.mp4
@StarStudios.mp4 3 жыл бұрын
im confused, you produce such quality content and you only have 150 subs 0.0 I have no doubt that you're channel will blow up soon to the position it deserves to be !
@MaksMikhnevych
@MaksMikhnevych 2 жыл бұрын
Then you should share this video on your social media channels. Make an impact, not bragging over subs counter.
@vtx2965
@vtx2965 2 жыл бұрын
Very good insight!
@DarkChasmGamers
@DarkChasmGamers 2 жыл бұрын
What an absolute gem
@TedThomasTT
@TedThomasTT 4 жыл бұрын
Wow! Great video.
@JumpTrajectory
@JumpTrajectory 4 жыл бұрын
Thank you very much!
@HighwayDamage
@HighwayDamage 2 жыл бұрын
the code is super clean, wow what a nice work! and it works better than all paid solution on the assetstore, its really accurate.
@tunmixx
@tunmixx 5 ай бұрын
Very nice!
@backseatbogan2021
@backseatbogan2021 2 жыл бұрын
Amazing Video, Really needed something like this but can you follow up on the reynolds number and mach number part, as I am near a complete loss on that section.
@jackrubiralta1925
@jackrubiralta1925 2 жыл бұрын
This is a great video and has a really nice explanation. But are you ever gonna update the project to be able to incorporate spanwise flow so that you could have delta wings as an example.
@raybello3654
@raybello3654 3 жыл бұрын
This is my favorite youtube video
@lorryburger8165
@lorryburger8165 2 жыл бұрын
Thank you for this👍
@eennou
@eennou 2 жыл бұрын
Thanks!!! You are the best!
@addmix
@addmix 2 жыл бұрын
I would really like to see the final equation for Cd and Cl, that also takes Mach into account.
@abdellatifgzem3223
@abdellatifgzem3223 3 жыл бұрын
Great job 👌
@danuvip
@danuvip 2 жыл бұрын
do i study airplane physics right now? im just searching for a way to implement great airplane physics for a game and wasnt looking for to study it haha, but its a great video with lots of information. keep going!
@kudakwashemashanda395
@kudakwashemashanda395 2 жыл бұрын
Superb
@FredDufresne
@FredDufresne 2 жыл бұрын
KZfaq is now recommending your channel but it looks abandoned, this makes me really sad, you explain things really well without going into unnecessary details!
@Ramash440
@Ramash440 2 жыл бұрын
As a fan of Ace Combat and of flight sims, and as a programmer who really likes Unity, this video is a gold mine. It does seem that something is wrong with your repository though, it simply redirects me to an error page. Not that it matters, I should be writing my own code anyways. Edit : Nevermind that part about the error page, all of Github is doing that today. I can't even access my own code!
@waffle2790
@waffle2790 Жыл бұрын
Have you ever thought about doing a video on rotary wing aircraft physics?
@isni1946
@isni1946 3 жыл бұрын
Hello, I wish I learned that sooner. Finding the right coefficients was quite a hard task... Also well done with your solution to fixeddeltatime. There's still a lot to cover, things like aircraft controls, I tried a war thunder style mouse tracker using pid's, it's still very unstable even after a year of work. You should try to cover the engine propeller topic, which is far from intuitive but worth the time
@JumpTrajectory
@JumpTrajectory 3 жыл бұрын
Yeah, it would be nice to add propeller simulation. I'm most interested in propwash, but the engine stuff is also very interesting.
@MemegamerVR
@MemegamerVR 7 ай бұрын
i have made this work in vr, you should upload more
@thairh-wisan
@thairh-wisan Жыл бұрын
Please do a followup video on Reynolds number ! I still struggle to understand this ^^;
@therealErmo
@therealErmo 2 жыл бұрын
This video is way too good for 17k views. I really hope more people see it!
@MaksMikhnevych
@MaksMikhnevych 2 жыл бұрын
If you "hope more people see it" why don't you share it on facebook and other social media?
@ChookyChuck
@ChookyChuck 2 жыл бұрын
WOW - this is great, everything you say is true and all approximations are reasonable. Such accuracy is rare on youtube. I have some background in this. I have been a software engineer for teams that program both military flight sims and aircraft route planners. I also have a masters degree in mech engr. and have read & studied many books on both practical and theoretical aerodynamics. I have been playing star citizen and unlike DCS it obvious Star Citizen simulation does not follow a methodology such as you describe. The STAR CITIZEN space craft have top speeds which is not correct and there atmospheric flight model is adhoc. This has made me consider writing my own flight/space sim in UE5 or at least giving some constructive feed back to the star citizen community. I will reference your video. Also I keep thinking how simple it is to do correctly and modern hardware can easily handle this. For a long time I have been thinking of how simple the force & moment part of a flight sim is. YOUR video shows how simple the equations are. One other thought I had was to calculate tables for CL, CD and CM based on Cos (or Sin) Squared......... that saves the simulation from doing trig. & square roots when getting alpha and beta from the position & orientation vectors. Also if you want to extend the aerodynamics for sideslip we can use the same methodology where angle of attack (alpha) is the angle between the aircraft axis and the plane perpendicular to the the lift vector. In the plane perpendicular to the lift vector, Angle of sideslip (Beta) is the angle between the aircraft and the velocity vector when we look from the aircraft down along the lift vector. (I think that is the convention for alpha & beta with side slip but I it am working from memory). If we want space craft with orbital velocity we use Earth centered coordinates and change the grav vector slowly with time. we can also change the grav constant in a bigger time step since this changes slowly. Star citizen space craft change the mass negligibly with fuel burned so dv/dt = F/m is good enough. (vs the change in momentum form of F=ma when mass is changing rapidly.) The more I think about this the more I conclude for multiple planets there are only a few constants that control such a simulation: atmospheric density, atmospheric viscosity (if we model Reynolds effects) planet mass, planet radius ............. also long ago i accurately derived models for earths atmosphere with the ideal gas law. Temperature is directly proportional to the altitude but the constant of proportionality changes three times on earth. (where temp decreases, does not change or increases linearly with altitude). at these altitudes we can make a simple density function where density = Ka + Kb log (altitude) and the K's change where the temperature function K's changed. (the density funtion i derived long ago so my memory could be incorrect but it is a simple function based on a few constants). Or we can density tables. Either way A/C fly the same in any atmosphere based on a few constants for the purpose of a flight/space sim. Also you did not touch on this but we need to calculate the Moment of Inertia matrices for our Rotations. One other thing is I have read a lot on doing the rotations with quaternions not Euler angles. We can convert the state quaternions back to Euler angles, latitude, longitude and altitude at a slower time step (3 to 5 times a sec) for our instrumentation on the aircraft. I think Unity and UE5 support quaternion based rotations. If they are doing this properly those engines should be using the SSE matrix instructions & multiple cores to do this efficiently. The problem with a non physics based simulation is it based on game design decisions on the flight algorithm. Any time one changes anything every thing can blow up. If it is based on physics the only errors we should get are numerical tuning. Again great video, you condensed a bunch of aerodynamics into stuff a lay person can understand. EDIT: I looked up alpha and beta definitions and I had it slightly backwards on which is defined 1st alpha or Beta. The correct definition is Tan(alpha) = u/w and Sin(Beta) = v/Velocity, where u v w are is the Velocity vector in aircraft coordinates. See control.asu.edu/Classes/MMAE441/Aircraft/441Lecture2.pdf. Also the relation for density as function is altitude is something I derived over 10 years ago. Other things to add are ground effects which removes drag due to lift and increases lift. I think there is an approximation for when this is applied and it is at x wingspans above the ground. A quick google search found www.faa.gov/regulations_policies/handbooks_manuals/aviation/phak/media/07_phak_ch5.pdf as a guide for ground effects although the discussion was quantitively. Some thing in my memory wants to use 2 wings spans as an approximation.... but something way back in my memory. Also I looked at your github page and saw the unity engine is handling the Rotational Inertia. I also saw you said drag was 50% high so you added 50% thrust. I was wondering if the way the simulation used predicted_force_update to add 50% force at a smaller time step contributed to this. I have not seen the code but maybe approximate normalizing the predicted would fix this. I would expect your forces to lower than real life because you may not have modeled all fuselage drag. Parasitic drag also was omitted which in aircraft drag book keeping there is both drag due to lift and the remaining drag is parasitic drag which is independent of angle of attack or sideslip. it is basically the drag due to skin friction alone. Again Great Video and it was nice to see you backed up your video with some actual code on github.
@gordonbeeman5387
@gordonbeeman5387 3 жыл бұрын
This is fucking gorgeous
@Gesso64
@Gesso64 Жыл бұрын
Imagine the computing power needed for a true to real life aerodynamics sim to work. Simulating each air molecule
@IchBinJager
@IchBinJager Жыл бұрын
I wish I'd known about this sooner! Would have been great for when I was trying to make flying physics for this game I'm on. What about rotor wings? Helicopters, I mean.
@atomictraveller
@atomictraveller Жыл бұрын
my erudition is in audio rate modeling, i was surprised by the use of position delta as velocity in the XPBD method, if that's not common in physics sim (best explained in the video "09 Getting ready to simulate the world with XPBD"), might work better that way, or just oversample 128x :) thanks for the concise, focused presentation!! :O
@micahkress
@micahkress 3 жыл бұрын
This is exactly what I was looking for. You have an excellent method of explaining concepts. Question: Is your approach flexible enough to apply to cars? Hmm... I guess cars themselves kind of act as one big airfoil, ideally not producing lift, and if they do, toss a spoiler on the back. Essentially, I'm trying to achieve a good "feel" for when my car launches into the air. Currently, it just kinda spins about as if it's in a vacuum which feels "off."
@phxcppdvlazi
@phxcppdvlazi Жыл бұрын
I don't see why not. Your approach sounds like it could work. But unless you are giving the player some sort of input to change orientation or angle of attack then I don't see the benefit of dedicating so much time to a feature that probably won't make much of an impact on the end-product? Maybe just hand-tune some fake "drag" forces depending on the angle of attack of the car, taking into account only air speed. That's what I would do if arcade physics would suffice.
@micahkress
@micahkress Жыл бұрын
@@phxcppdvlazi Ha, I am in fact allowing the players to manipulate their cars mid-air. My problem is I can't give them too much control, otherwise they can just cancel out any tumbling effects immediately, but too little control has the opposite problem. I figured air physics would help me find a middle ground. And yeah, you're right, it is arcade style and simpler is better. Sometimes it's hard to tell if I'm doing something because it benefits the game or it's just the excuse I use to indulge in yet another learning experiment. In this case, it turned out to be another learning experiment, haha.
@mrandrossguy9871
@mrandrossguy9871 2 жыл бұрын
Flight games that I've played that have Respectable physics are: Airforce Delta series/Aero WingsSeries/ AceCombat 3, 04, X and 06 respectively, War Thunder, flight Apps for Mobile: Simple Planes, Carrier Landings HD ! These are some that have Sensible feel of Flight Physics
@kenter2415
@kenter2415 2 жыл бұрын
im getting a bug where the vehicle starts to jitter if I do a banking turn at high speeds. The jitter continues even if you stop the plane.
@walney2008
@walney2008 Жыл бұрын
hello, could you teach how to put the cessna172 instrument panel like the flyght simulator? and how to configure a new plane as a boing for example?
@iamarugin
@iamarugin 3 жыл бұрын
Naisu.
@walney2008
@walney2008 3 жыл бұрын
Hello, I loved your project, it will help me in my studies, today I play fsx steam edition and I loved the cessna 172, rs, let me ask, is there a way to generate maps, based on google maps, google earth, and join this project? if so, could you teach?
@mrpotato8196
@mrpotato8196 Жыл бұрын
I have not tried it yet but I feel like the starting formulas are enough for my game, and for finding the area in contact, I will just make a raycast that turns according to the planes velocity (in front facing toward the wing, kinda like this ------RAY---> ------RAY---> ------RAY---> I will make many rays going up and I will find how many of them hit the wing, then I will just multiply (Amount of rays hit) into wing length Hope others who wanna avoid that formula use this 🤣 and great video, the amount of knowledge, watching yt aerodynamics vids, reading unity documentations, not touching grass....
@adamstybrzynski3216
@adamstybrzynski3216 Жыл бұрын
This video is great! Thanks for putting it all together! I am curious... what software are You using for making these math animations?
@JumpTrajectory
@JumpTrajectory Жыл бұрын
In this video I used manim github.com/ManimCommunity/manim
@valentinstudio3334
@valentinstudio3334 5 ай бұрын
Thank you very much for this tutorial! The thing that got me the most interested though is how did you make those white trails on the tip of the wings? I cannot get anywhere close to similar results Anybody knows??
@krims254
@krims254 4 ай бұрын
I'm assuming he's just using vfx. You can create a ribbon and spawn it at the desired location and then it follows the plane.
@OriFrish
@OriFrish 4 жыл бұрын
I'll admit that for years I'm trying to find some sort of tutorial for this, since I write in Unity as a hobby. It was very thorough, and you managed to compress it to a 12 minutes beautiful video. My intention is even a lot more simpler, and I'm trying to create a 2D flight game. Do you have any tips on how can I take this project towards the 2D direction?
@JumpTrajectory
@JumpTrajectory 4 жыл бұрын
I think for a 2D game you'll be better off with unrealistic arcade contoller that suits your gameplay. For example you can model the airplane as a single piece with lift and drag angle of attack curves tuned by hand, or don't bother with forces at all. Either way my code won't help much, but the general principles laid down in the video might!
@Bashyb
@Bashyb Жыл бұрын
@@JumpTrajectory Would this work for fighter jets?
@Kiyodio
@Kiyodio 8 ай бұрын
​@@Bashybfighter jets produce very little lift as they are designed to use speed to produce lift. Their aerofoils tend to be near symmetric so AoA makes most of their lift. But many use slats and flaps to modify this but for general behaviour as long as the aircraft moves directly forward is a much more approximate representation of fighter jets of course with gravity
@tyen2231
@tyen2231 Жыл бұрын
Hey, I have a problem where It's really hard to balance all the surfaces to actually get the plane to take off and fly normaly, also if it works and I turn the game starts acting weird like with the turning.
@lanha3385
@lanha3385 6 ай бұрын
does the propeller also uses Calculate Aerodynamics Force
@deadalkabob
@deadalkabob 2 жыл бұрын
hey quick question sir how do i get the example cessna scene?
@aminushki
@aminushki 3 жыл бұрын
I have a question, at 7:59 the angle of attack calculated is in radians. Why do we not convert it to degrees? Don't lift coefficients use the angle in degrees for calculations? I would like to understand why. Thank you.
@user-if8tg1or7m
@user-if8tg1or7m 2 жыл бұрын
can u reduce the drag to 1 instead of 1.5?
@retroleigh
@retroleigh 2 жыл бұрын
A fantastic video and accompanying source code. So helpful! Thank you. I' going to look at converting this to Godot 4. Unless someone else has already done the work?
@MayaPapaya497
@MayaPapaya497 7 ай бұрын
I'm making a bird flight simulator, and I ended up using a very similar approach to you before I even saw the video! I've been experiencing the dreaded jitter like at 8:54 if I maneuver too fast, and I think the substep is a super elegant solution. However, my wing is broken into a lot of thin segments (around 20 per side), so I'm worried that recalculating the forces on each one will tank the performance. I guess the only way to find out is to benchmark it. If that turns out to be unfeasible, do you know of any other ways I can prevent it from jittering?
@walney2008
@walney2008 3 жыл бұрын
hi, you tuto submarine and drone ?
@petersmythe6462
@petersmythe6462 Жыл бұрын
What if my game includes the player being able to attempt flight with an arbitrary triangle mesh?
@sucukluomlet4665
@sucukluomlet4665 2 жыл бұрын
What does BiVector3 do?
@tehanperera4
@tehanperera4 3 жыл бұрын
Anyone know a more step by step tutorial? I've been looking at your video, and while it's given me a good starting point, I still don't really get how to implement it :(
@raymondlin642
@raymondlin642 3 жыл бұрын
kzfaq.info/get/bejne/m59hhKRlvMywZYU.html This video shows how to implement a simple plane and explains the main parts of the code. Careful though, the source code he gives has been updated but the principles explained are still the same.
@addmix
@addmix 2 жыл бұрын
Hippity hoppity you code is now my property
@carlitokite
@carlitokite 2 жыл бұрын
Amazing video ! Do you think that this script can be tweaked to be use in a power kite simulation ?
@JumpTrajectory
@JumpTrajectory 2 жыл бұрын
I am not familiar with power kite physics but I think that to an extent it can.
@downstream0114
@downstream0114 2 жыл бұрын
Damn you're like even a step above braintruffle in presentation!
@luiscorena1905
@luiscorena1905 3 жыл бұрын
if the phisyc is hard in spanish now imagine in english
@tendi2495
@tendi2495 3 жыл бұрын
Why Are You So Smart You Made My Head Hurt!!!!!!!!
@kipchickensout
@kipchickensout Жыл бұрын
And bam. Warthunder.
@--.--
@--.-- 3 жыл бұрын
Krasava
@ethancotton1549
@ethancotton1549 Жыл бұрын
I know you might not see this comment, but would you be able to do something like this for in UE5? If not could you maybe point me towards some help to reproduce this in UE5? I'm still new and coding isn't my forte but im learning, slowly. Thank you.
@--.--
@--.-- 3 жыл бұрын
Muraski po kozhe from outro
@Irategamefan
@Irategamefan 3 жыл бұрын
The only question in the video you only cover a propeller being what cause the forwarded movement. What would change if it was a jet plane out side of the forwarded movement being in the back of the plane then the front?
@JumpTrajectory
@JumpTrajectory 3 жыл бұрын
As I say in the video, I didn't really try to model thrust source, be that propeller or jet engine. I just applied a force directed forwerd to the rigidbody. So for a model this simple there is no difference.
@Irategamefan
@Irategamefan 3 жыл бұрын
@@JumpTrajectory I was just wondering because I'm trying to make a system that works in space like Star Wars as a example.
@wolfgraphicsllc3220
@wolfgraphicsllc3220 3 жыл бұрын
@@Irategamefan well in theory it would work some what different in space due to the gravaty and wind and air displacement differance from on planet and space
@JumpTrajectory
@JumpTrajectory 3 жыл бұрын
@@Irategamefan Well, a semi-realistic airplane aerodynamics simulator is not a right call for Star Wars spaceship movement.
@booksforlife7903
@booksforlife7903 3 жыл бұрын
This is sabastian league level stuff. Im trying to make a controller for a game and for me this is confusing as hell. nice vid though. maybe one day i'll understand you haha
@Crytic_Music
@Crytic_Music Жыл бұрын
Assuming this is proper realistic which it seems to be, could this work with helicopters as well seeing airfoil physics are the same? Or would i have to make adjustments since the speed of the airfoil is based on its own rotational speed and not just the speed of the vehicle?
@Hwyadylaw
@Hwyadylaw 2 ай бұрын
Very late reply, but in theory it should work, provided that you account for the motion of the rotor blades and other adjustments. It might have issues in certain cases however, and you can probably get a more realistic result with fewer calculations (e.g. by utilising the symmetry of the blades). Helicopters are more strongly affected by the displacement of air that they themselves create, especially when hovering near the ground for example.
@Crytic_Music
@Crytic_Music 2 ай бұрын
@@Hwyadylaw hmm, fair enough, i think i need to find a good middle ground, i can prolly adjust the lift calculatiom by just simplifying to the movement of the helicopter + rotation of the rotor disk
@tudotaichinh7151
@tudotaichinh7151 3 жыл бұрын
Can you make an update so that i can rig each parts of the plane? And also reshapeable airfoils and control surfaces (just like unityfs, an old aircraft physics asset (you can search on youtube to learn more bc it got deprecated so you can’t download it anymore)) Hope this assets will become the best airplane asset on unity!:))
@JumpTrajectory
@JumpTrajectory 3 жыл бұрын
I don't have any plans on including airplane rigging tools into this projects. I do want to add a way to make wings with different shapes and to use real life airfoil data. However, the project is not on Asset Store and is not in active developement at the moment, so no promises at all.
@basnijhof9726
@basnijhof9726 3 жыл бұрын
Hi, I'm trying to create a project similar to yours and had one question: How did you determine the Zero lift AoA of a surface? Edit: And how did you determine the Lift slope of a surface?
@JumpTrajectory
@JumpTrajectory 3 жыл бұрын
For my example Cessna-172 scene I used the data from this website www.aerospaceweb.org/question/aerodynamics/q0184.shtml to find Zero lift AoA for its wings (graphs there show lift coefficient for the plane as a whole, but I assumed that it's close enough, because most of the lift is created by the wings). But for the horisontal tail I set Zero lift AoA by trial and error, making sure that plane is not too nose or tail heavy. Center of mass and Aerodynamic Center gizmos provided by the system help with this. The default lift slope value of 2pi is determined from the flat airfoil theory. The model by Khan 2015 corrects this lift slope according to the aspect ratio of the surface. So I never really change it. I am thinking about adding support for custom lift/drag curves for the surfaces for low alngles of attack range with transition to Khan 2015 post stall. It can make the model more accurate (provided you have required data). However there are difficulties with control surfaces, so no promises. You can also check this website airfoiltools.com/airfoil/details?airfoil=n0012-il
@basnijhof9726
@basnijhof9726 3 жыл бұрын
@@JumpTrajectory Oh okay and did you also just take the Skin Friction provided by Khan 2015 of 0.02? Or is it more complicated than that?
@JumpTrajectory
@JumpTrajectory 3 жыл бұрын
@@basnijhof9726 yep, did just that
Creating a Flight Simulator in Unity3D (Part 1)
21:33
Vazgriz
Рет қаралды 78 М.
Flight Simulator in Unity3D: HUD (Part 2)
12:21
Vazgriz
Рет қаралды 11 М.
Iron Chin ✅ Isaih made this look too easy
00:13
Power Slap
Рет қаралды 33 МЛН
- А что в креме? - Это кАкАооо! #КондитерДети
00:24
Телеканал ПЯТНИЦА
Рет қаралды 7 МЛН
Plane Game Demo
2:34
Vazgriz
Рет қаралды 2,2 М.
The Minecraft movie got leaked, and everyone is getting DMCA'd.
3:47
Easy Ways to Add Airplane Aerodynamics (Godot 4)
9:45
PiCode
Рет қаралды 3,4 М.
Screenshake that doesn't suck
8:37
Jump Trajectory
Рет қаралды 25 М.
PID Controllers in Unity3D
16:05
Vazgriz
Рет қаралды 80 М.
Physics-Based Vehicles IMPROVED in Unity | Programming  Projects 2.4
6:44
Ocean waves simulation with Fast Fourier transform
14:26
Jump Trajectory
Рет қаралды 365 М.
When Your Game Is Bad But Your Optimisation Is Genius
8:52
Vercidium
Рет қаралды 1,4 МЛН
But How DO Fluid Simulations Work?
15:12
Gonkee
Рет қаралды 371 М.
СБЕЖАЛ ОТ РОДАКОВ В СПАЛЬНЕ и ЭТО ЗАКОНЧИЛОСЬ ПЛОХО!! (SchoolBoy Runaway)
12:21
ShadowPriestok - Евгений Чернявский
Рет қаралды 608 М.