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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.
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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.