Re-writing F-Sim

A few years ago, I started to re-write all of F-Sim on top of Unity 3D. The idea was to build a solid foundation for upcoming F-Sim apps.

And also to benefit from Unity’s cross platform capabilities. Unity isn’t particularly well suited to build flight simulators (to be fair: No game engine is), so I had to write a lot of code from scratch.

One example is the terrain rendering engine. Unity terrain is flat, and a terrain patch can’t be larger than a couple of square kilometres max. You can stich terrain patches together, but that doesn’t help when what you need is the entire planet.

When F-Sim|Space Shuttle VR for Oculus Go was finished, I posted about it on the Unity Game Developers International Facebook group. Feedback was great and many people wanted to know more. So that’s the idea behind this blog.

I’ll post some articles about past and future development, with focus on the technology we’ve created and how we’ve integrated it into Unity.

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