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Vazgriz
United States
เข้าร่วมเมื่อ 22 มี.ค. 2018
Blog: vazgriz.com
Twitter: _vazgriz
Twitter: _vazgriz
วีดีโอ
Announcing Double Flash Studios
มุมมอง 2.4Kปีที่แล้ว
Double Flash Studios is my new game development studio
Flight Simulator in Unity3D: Weapons and AI (Part 3)
มุมมอง 12Kปีที่แล้ว
This video adds weapons and AI to flight sim we've been developing on this channel. See the first two parts: th-cam.com/video/7vAHo2B1zLc/w-d-xo.html th-cam.com/video/G5eDm5w5yco/w-d-xo.html Original blog post: vazgriz.com/503/creating-a-flight-simulator-in-unity3d-part-3/ Github: github.com/vazgriz/FlightSim itch.io demo: vazgriz.itch.io/flight-sim-part-3 itch.io Synty Combat: vazgriz.itch.io/...
Synty Combat - Synty Game Jam 2023
มุมมอง 2.4Kปีที่แล้ว
This game was made for the Synty Studios game jam. Most art assets are made by Synty. The code is largely based on the flight sim series I've been publishing on this channel. Play it on itch.io: vazgriz.itch.io/synty-combat
Flight Simulator in Unity3D: HUD (Part 2)
มุมมอง 13Kปีที่แล้ว
This video covers the animation system and HUD of the flight simulator Make sure you watch Part 1 first: th-cam.com/video/7vAHo2B1zLc/w-d-xo.html Original blog post: vazgriz.com/467/flight-simulator-in-unity3d-part-2/ Github: github.com/vazgriz/FlightSim itch.io: vazgriz.itch.io/flight-sim-part-2 0:00 Intro 0:19 Animation 2:03 Camera 4:51 Heads Up Display 7:04 HUD Implementation 11:36 Conclusio...
Creating a Flight Simulator in Unity3D (Part 1)
มุมมอง 88K2 ปีที่แล้ว
Creating a Flight Simulator in Unity3D (Part 1)
Drawing Mushrooms with Vulkan (Warning: Loud audio)
มุมมอง 8K3 ปีที่แล้ว
Drawing Mushrooms with Vulkan (Warning: Loud audio)
Exploring a procedurally generated dungeon in 3D
มุมมอง 6K5 ปีที่แล้ว
Exploring a procedurally generated dungeon in 3D
Exploring a procedurally generated dungeon in 2D
มุมมอง 5K5 ปีที่แล้ว
Exploring a procedurally generated dungeon in 2D
fine
Fantastic work! Thanks for sharing!
Still Best TH-cam Algo Vid I've seen on this
Great explanation. Thanks!
Great project and very interesting to watch your stream. Just curious if the Godot project / code was available anywhere? I'm trying to make a flight simulator and your unity project is very approachable; I was hoping to save some legwork converting it to Godot 😅
Absolutely invaluable for those who implement advanced control systems in flight simulators of any kind. Thank you for introducing PID controllers to game developers since this topic is mostly covered only in the engineering context.
Incredible video! you helped me make an autopilot system for my unity game, and I will be using this system to make an autopilot for an RC plane in the future also.
where do i put the code...
Hey, Can you add Commercial Planes and Plane Crashes
Are all the rooms premade prefabs? since the code generates the rooms randomly within a certain scale range, would you have to make room prefabs for all possible room scalings and have the code fetch them when that particular room is generated?
How would someone add assets to this? The generate3D.cs seems tailored for cubes - novice gamedev here, any advice will be appreciated
All you need to do is make the turn force depend on how much the control surfaces are deflected
SIGMA RIZZ WAR THUNDER LOW POLY VERSION
8:26 (leaving this for myself. trying to implement this into my game)
Wow... I was just looking for a cool HUD for a learning project I am doing... Ended up getting a class in flight physics... Amazing work and even more amazing you shared it all with everyone. Thank you
I will give you a cookie if you make this in 4D
Hey dude where are you?
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?
The missile knows where it is 😂😂😂
All I could learn from this is that Im not smart enough to understand any of this sh**
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?
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.
What version of Unity was this created in, and how high in version do you think it would go?
this video is my one piece
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
I was searching for this exactly. Perfect!
Can the code be used for the fbx extension?
Properly good stuff. Thank you.
Or get the module AirSim
amazing video, very well explained thank you for this
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?
This is “the missile knows where it is going” logic with extra steps.
Simply amazing!
Can this be run in editor to create the layout, and allow us to build on top of/edit the results?
The code as is can't do that. But there's nothing that would stop you from making the modifications yourself
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.
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!
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.
Amazing
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.
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 😁
Last time I piloted a rocket didnt go so well. thank god for this video cuz i gotta renew my license next week.
why is "error = Quaternion.Inverse(plane.rigidbody.rotation) * error;" necessary?
Any chance you could tackle helicopters? The system you have here is really nice!
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.
Do you generate cubes and connect them with each other?
Can you do tutorial videos about the tank you uploaded on TH-cam?
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.
Could you make the missiles lock inside the Circle? like the Seekerhead looking limits? or you doing it Ace Combat style?
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
I can't figure out how to have cobra in it and also have realistic nose pulling dogfights
Nuclear Option, DCS, War thunder (kinda), MSFS 2020 (kinda), Novalogic Mig 29 Fulcrum
@@ThE3ngineer novalogic damn thats old
@ it is… but still, regarding physics and cobra maneuver game request…. This one is an option. Also, there is no harm in giving it a try (less than 1GB)
@@RogueBeatsARG Try DCS Su-27 Su-33 or Nuclear Option’s Ifrit or Revoker
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?
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*
As someone looking to make physics games, I'm gonna get a lot of use from this