Very cool achievement. I gather that the real goal was the making of a complete game rather than high fidelity to actual flight dynamics, but since you used the term "flight simulator" rather than calling it an arcade game, I would gently suggest the following:
- conventional aircraft have direct roll control, not just pitch and yaw
- you can get very far with simple static lift and drag coefficients (though they're not static IRL), and then computing lift/drag forces, and using trigonometry with the bank/pitch/yaw angle to implement a simple rigid body dynamics model
Those two alone will have a big impact on how realistic it feels to fly.
I wonder if this comment thread is going to go better than your "I wrote a DOOM clone in my own programming language" from 9 days ago: https://news.ycombinator.com/item?id=47932974
While I applaud creatively exploring new programming language concepts, I find this language confusing. Both the compiler and the flight simulator appear to be vibe coded. The documentation for the language is full of errors or things that don't make sense, and the bootstrap code is a nightmare. It looks like the bootstrap make process requires the bootstrapping code to exist already. Your flight simulator code does not appear to make use of the contract capabilities at all. Am I missing something? Did you actually bootstrap this in another language first? Did the contract capabilities help you during the coding process?
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[ 4.8 ms ] story [ 33.1 ms ] thread- conventional aircraft have direct roll control, not just pitch and yaw
- you can get very far with simple static lift and drag coefficients (though they're not static IRL), and then computing lift/drag forces, and using trigonometry with the bank/pitch/yaw angle to implement a simple rigid body dynamics model
Those two alone will have a big impact on how realistic it feels to fly.
https://www.youtube.com/watch?v=CYQEfLaR4Pg