An indie flight simulator gmae without any game engine, just C++ and some libraries.
This project trys to make a little bit modern remake of the classic F-15 Strike Eagle II and others flight simulators made by MicroProse back in the 80s.
The magic of those games comes from the fact it is not really a simulator, and it is not really an arcade. It somthing between just genius like Sid Meier can create :).
Check out the development blog for updates ot the Wiki for more information.
- Do not use game engine and or LLM
- I have to re-learn CPP and linear algebra (ohh, trigonometry)
- To have fun
Still in progress, but...
- C++20 compiler with support for modules (I'm using LLVM with Ninja)
- CMake 3.25 or higher
- Tomtom and Mapbox API tokens for the maps/tiles.
# make sure to have llvm installed and configured as your default compiler
brew install llvm cmake ninja
# let cmake find the llvm clang compiler
export CC=$(brew --prefix llvm)/bin/clang
export CXX=$(brew --prefix llvm)/bin/clang++
# required environment variables for the map API tokens
export TOMTOM_TOKEN=***
export MAPBOX_TOKEN=***
# creating debug build
cmake -B cmake-build-debug -S . -DCMAKE_BUILD_TYPE=Debug -G Ninja
# compiling and running the game
cmake --build cmake-build-debug && ./cmake-build-debug/airborneLeftovers from the ESC refactoring:
- fog shader
- complete configuring the terrain streamer
- performance optimizations: change read only view data to const reference
- autopilot controller
- navball widget
# release
cmake -B cmake-build-release -S . -DCMAKE_BUILD_TYPE=Release -G Ninja
# asan
cmake -S . -B cmake-build-asan -G Ninja -DCMAKE_BUILD_TYPE=Debug -DCMAKE_CXX_FLAGS="-fsanitize=address -g -fno-omit-frame-pointer" -DCMAKE_EXE_LINKER_FLAGS="-fsanitize=address"
# clean builds
cmake --build cmake-build-debug --target clean && cmake --build cmake-build-debug
