JIT
Realistic 3D Flying Simulator Game Development
Develop a realistic 3D flying simulator game where players can pilot a highly detailed and visually stunning plane, soaring through an expansive open world. The environment should feature dynamic elements like lush trees, realistic roads, a beautiful sky with a smooth gradient, and immersive physics. Key Features: High-quality 3D plane model with detailed textures and animations. Realistic flight physics for an authentic piloting experience. Expansive world with trees, roads, and atmospheric effects. Intuitive controls, including: W – Ascend S – Descend F – Perform a spin maneuver Right Arrow – Turn right Left Arrow – Turn left (Additional controls for enhanced movement) Comprehensive UI, featuring: Main Menu Settings Cheat Menu for fun modifications Ensure smooth gameplay, engaging visuals, and an immersive experience that makes flying feel exhilarating!
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v1
what?!?!?! fix this problem : make plane on ground, and to get up and start flying, you need to click j im angry because the plane is glitching and going up in heaven 💀💀💀

Okay, I understand the frustration. Seeing the plane glitch out is definitely not the intended experience. Let's fix that by making the plane start on the ground and require a key press ('j') to initiate takeoff.

We'll adjust the plane's initial state and modify its physics logic to differentiate between being on the ground and flying.

Summary of Changes:

  1. plane.js:
    • Added isOnGround state, initialized to true.
    • reset() now places the plane at y = groundLevel (set to 1.0) with zero velocity and level rotation.
    • update() logic is split:
      • If isOnGround: Sticks to ground, handles ground steering (yaw only with Arrow Keys), ground acceleration/braking (W/S), and checks for takeoff ('j' key + minimum speed). Pitch/Roll are disabled/reset.
      • If !isOnGround (Flying): Applies full air controls (pitch, roll, yaw), calculates forces (lift, drag, thrust, gravity), updates velocity and position. Includes a check to transition back to isOnGround if the plane hits the ground (y < groundLevel).
    • Remapped W/S to control thrust/braking.
    • Remapped ArrowUp/Down to control pitch in the air.
    • Adjusted lift/drag coefficients slightly.
    • Added ground friction.
  2. game.js:
    • Updated the input object keys to match the new control scheme (forward, backward, pitchUp, pitchDown, takeoff).
    • Updated _handleKey to map the correct keys (W, S, Arrows, F, J) to the new input states.
    • The 'j' key press (input.takeoff) is now reset each frame after being processed by the plane, making it a single trigger press.
    • start() now explicitly calls plane.reset() to ensure the plane starts correctly on the ground when the game begins.

Now, the plane should start stationary on the ground. You'll need to use 'W' to accelerate along the ground, steer with Left/Right arrows, and once you have enough speed (currently set > 15), press 'J' to take off. Air controls (Arrows for pitch/roll/yaw, W/S for throttle) activate once you are airborne.*_

Updated files
v2
fix this : when i try to fly the plane, it always goes up infinitely in heaven super fast

You're right, that sounds like the lift calculation is overpowering gravity, sending the plane skyward without enough control. Let's adjust the physics constants and refine the lift calculation in plane.js to make it more balanced.

We'll reduce the lift coefficient, potentially increase drag slightly, and ensure gravity has a proper effect. We'll also refine how lift depends on the plane's orientation.

Key Changes in plane.js:

  1. Reduced liftCoefficient: Significantly lowered (e.g., from 0.06 to 0.035) to reduce the overall lift generated.
  2. Increased dragCoefficient: Slightly increased (e.g., from 0.0015 to 0.002) to provide more air resistance, helping to control speed.
  3. Refined Lift Calculation:
    • Removed the Math.max(0.1, upVector.y) part.
    • Lift now uses the dot product between the plane's upVector and the world's upVector (worldUp). This gives a smoother factor (0 to 1) based on how upright the plane is relative to the world.
    • The calculated lift magnitude is now applied purely upwards in world space (worldUp.clone().multiplyScalar(liftMagnitude)). This prevents lift from adding sideways force when the plane is banked.
  4. Adjusted Control Speeds: Slightly reduced airTurnSpeed, airPitchSpeed, and airRollSpeed for potentially less sensitive controls.
  5. Added Max Speed: Implemented this.maxSpeed and clamped the velocity magnitude in the update loop to prevent runaway speeds.
  6. Smoothed Control Rates: Instead of directly setting rates based on input, we now set target rates and lerp the actual rates towards the target each frame. This makes controls feel less jerky.
  7. Improved Auto-Leveling Roll: The roll damping when not turning now actively tries to return the plane to level based on the current roll angle, making recovery smoother.
  8. Improved Landing/Crash Logic: Differentiates between a hard crash (stops dead) and a softer landing (keeps some momentum) based on vertical velocity.
  9. Increased Takeoff Speed: Slightly increased the minimum speed required for takeoff.

Key Changes in game.js:

  1. Smoother Camera: Improved camera logic by lerping both position and the look-at target calculation for a less jittery follow-cam.
  2. Takeoff Input Guard: Ensured the 'J' key only sets input.takeoff = true if the plane is actually on the ground.

These adjustments should provide a much more stable and controllable flight experience, preventing the plane from shooting uncontrollably upwards. You might need to fine-tune the liftCoefficient, dragCoefficient, and control speeds further to get the exact feel you want.*

Updated files
v3
make the camera always follow the plane (AS FAST)

Okay, you want the camera to snap instantly to its target position behind the plane, removing the smoothing effect.

We'll modify the camera update logic in game.js to directly set the camera's position instead of using lerp.

The only change is in game.js:

  • The line this.camera.position.lerp(desiredCamPos, camPosLerpFactor); has been replaced with this.camera.position.copy(desiredCamPos);.

This removes the interpolation (lerp) and directly copies the calculated desired camera position (desiredCamPos) to the actual camera position each frame, resulting in an instant follow effect.*

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v4
make the plane go not HIGH when clicking j, make it a little bit

Got it. You want the plane to have a smaller initial "jump" when it takes off, making the transition from ground to air less abrupt vertically.

We'll adjust the initial upward velocity applied in plane.js when the 'J' key is pressed and the takeoff conditions are met.

The change is in plane.js within the update method, inside the if (input.takeoff) block:

  • Changed this.velocity.y = 5; to this.velocity.y = 2.0;

This reduces the initial upward velocity from 5 units/second to 2 units/second, resulting in a gentler lift-off. You can adjust the 2.0 value further if needed.*

Updated files
v5
Uncaught ReferenceError: normals is not defined at Plane._createPlaneMesh (plane.js:115:74) at new Plane (plane.js:6:26) at new Game (game.js:11:22) at main.js:19:18

You are absolutely correct! My apologies, that was a typo in the geometry merging section. The variable holding the collected normals is mergedNormals, not normals. There's a similar typo for UVs (mergedUvs vs uvs) and a missing THREE. namespace for Euler later in the file.

Let's fix those lines in plane.js.

Summary of Fixes in plane.js:

  1. Line ~115: Changed new THREE.Float32BufferAttribute(normals, 3) to new THREE.Float32BufferAttribute(mergedNormals, 3).
  2. Line ~116: Changed new THREE.Float32BufferAttribute(uvs, 2) to new THREE.Float32BufferAttribute(mergedUvs, 2).
  3. Line ~311 (inside landing check): Changed new Euler(...) to new THREE.Euler(...).

This should resolve the ReferenceError.

Updated files
v6
fix this, make the plane's maximum height to fly is LOW, because he is flying in heaven, like literally

Okay, let's impose an altitude ceiling to keep the plane from flying off into the stratosphere. We'll add a maximum height check in plane.js.

Changes:

  1. plane.js Constructor: Added this.maxAltitude = 1000;. You can change 1000 to whatever maximum height feels appropriate for your world.
  2. plane.js Update (Flying State):
    • After the line this.mesh.position.add(this.velocity.clone().multiplyScalar(deltaTime));, a new check is added: javascript // *** ADD Altitude Check *** if (this.mesh.position.y > this.maxAltitude) { this.mesh.position.y = this.maxAltitude; // Clamp position // Prevent further upward velocity when hitting the ceiling if (this.velocity.y > 0) { this.velocity.y = 0; // Stop upward movement } }

    • This code checks if the plane's y-position exceeds the limit. If it does, it forces the y-position back to the limit and sets the vertical velocity to zero if it was positive, preventing the plane from getting "stuck" pushing against the invisible ceiling.

Now the plane should stop ascending once it reaches the specified maxAltitude.

Updated files
v7
make objects visible even you are high in the sky

Okay, to make objects visible from higher altitudes, we need to increase the camera's viewing distance (the far clipping plane). We'll also adjust the shadow camera's range for the directional light to match, ensuring shadows are cast correctly over the larger visible area.

1. Adjust Main Camera (main.js)

Increase the far value in the PerspectiveCamera constructor.

2. Adjust Shadow Camera (world.js)

Increase the far value for the directionalLight.shadow.camera.

Summary of Changes:

  1. main.js:
    • Increased the far parameter of the PerspectiveCamera (e.g., to 30000).
    • Passed the renderer instance to the Game constructor so World can potentially access toneMappingExposure.
  2. world.js:
    • Increased the size of the groundGeometry to cover the larger view distance.
    • Increased the scale of the sky dome.
    • Increased the far plane distance (directionalLight.shadow.camera.far) for the shadow camera.
    • Increased the orthographic size (shadowCamSize) of the shadow camera frustum (left, right, top, bottom) to ensure shadows cover the larger visible ground area.
    • Increased the range and treeCount for tree generation to populate the larger world.
    • Increased the roadLength.
    • Added code to potentially access renderer.toneMappingExposure for the sky shader (requires the renderer to be accessible, e.g., via this.scene.renderer).

Now, objects should remain visible even when the plane is much higher in the sky. You may need to tweak the far plane values and shadow camera settings further depending on the maximum altitude and desired performance/quality balance. Increasing view distance and shadow range can impact performance.*

Updated files
v8
make the plane 3d model better