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:
plane.js:
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:
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.!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).game.js:
input object keys to match the new control scheme (forward, backward, pitchUp, pitchDown, takeoff)._handleKey to map the correct keys (W, S, Arrows, F, J) to the new input states.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.*_
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:
liftCoefficient: Significantly lowered (e.g., from 0.06 to 0.035) to reduce the overall lift generated.dragCoefficient: Slightly increased (e.g., from 0.0015 to 0.002) to provide more air resistance, helping to control speed.Math.max(0.1, upVector.y) part.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.worldUp.clone().multiplyScalar(liftMagnitude)). This prevents lift from adding sideways force when the plane is banked.airTurnSpeed, airPitchSpeed, and airRollSpeed for potentially less sensitive controls.this.maxSpeed and clamped the velocity magnitude in the update loop to prevent runaway speeds.lerp the actual rates towards the target each frame. This makes controls feel less jerky.Key Changes in game.js:
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.*
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:
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.*
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:
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.*
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:
new THREE.Float32BufferAttribute(normals, 3) to new THREE.Float32BufferAttribute(mergedNormals, 3).new THREE.Float32BufferAttribute(uvs, 2) to new THREE.Float32BufferAttribute(mergedUvs, 2).new Euler(...) to new THREE.Euler(...).This should resolve the ReferenceError.
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:
plane.js Constructor: Added this.maxAltitude = 1000;. You can change 1000 to whatever maximum height feels appropriate for your world.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.
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:
main.js:
far parameter of the PerspectiveCamera (e.g., to 30000).renderer instance to the Game constructor so World can potentially access toneMappingExposure.world.js:
groundGeometry to cover the larger view distance.sky dome.far plane distance (directionalLight.shadow.camera.far) for the shadow camera.shadowCamSize) of the shadow camera frustum (left, right, top, bottom) to ensure shadows cover the larger visible ground area.range and treeCount for tree generation to populate the larger world.roadLength.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.*