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Re: undefined

#5
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.

Re: undefined

#7
post #6

Heh, using your own programming language is the best proof that you didn't vibe-code it :)

You could vibe a language, feed the spec into a model and vibe the flight sim.

Re: undefined

#8
post #6

Heh, using your own programming language is the best proof that you didn't vibe-code it :)

I had GH Copilot make me a new programming language (LLVM based) with a pretty unique syntax, and it was able to write games in it using SDL easily.

Re: undefined

#9
post #6

Heh, using your own programming language is the best proof that you didn't vibe-code it :)

Well... actually, it isn't. I'm also writing my own programming language (named "Bau"). I asked Claude to convert a minesweeper game from C to that language. I only gave some example programs in my language and the grammar. This worked on the first try (Claude didn't even have access to the compiler).

Re: undefined

#10
post #6

Heh, using your own programming language is the best proof that you didn't vibe-code it :)

As others are mentioning LLMs are actually rather helpful in making new programming languages and then programming in those languages.

For me, a DIY programming language is something I wouldn’t have the time for without the help of AI.

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