https://dl.dropbox.com/u/14167855/ocean_VF25.html
Old Video :
Some description:
Later
Screens:
You should check out Time.deltaTime regarding the frame rate issue. Obviously you want to update things in the same manner for everyone, i.e. frame rate independent.
I actually had a go the other day at scripting my own plane with Unity’s own physics (mostly making use of AddRelativeForce and AddTorque). I was amazed how things seemed to work as how I wanted it, without any knowledge of or implementation of real plane physics. It was basically simulating how most games do a plane, or a Cesna type plane in my case.
Thank you for your suggestion. Do you have anything to share?
I did a simple online model viewer. Version 1.0. Works OK for me. Might be still buggy though.
To zoom scroll MOUSE WHEEL
To rotate - move MOUSE while holding MOUSE WHEEL
Nice. The transformation sequences must be a pain to plan and animate.
My favorite was the YF-19.
Small demo, landing gears and basic airplane controls, improved bouancy, all inserted into community water demo
https://dl.dropbox.com/u/14167855/ocean_VF25.html
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