Introduction This is part of a series of posts about my Bush 522 Game jam project. The root post is here. The version of the engine is Godot 4.5.
There are 3 main ways to implement flight mechanics for a game that I can think of:
Simplify all interacting forces and apply them at a single point. Model the propeller, body and wing surfaces separately and apply forces locally. A hybrid approach, where some forces are simplified, and others are more detailed. In this post, I’ll mainly focus on the first approach, which is what I used for Bush 522. My goal is good gameplay, so I don’t care about realistic modelling, I only care about how it feels to fly. Towards the end of this post, I’ll go over some potential improvements of my simplified model, using a more hybrid approach.
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