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 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.