About the ProjectFictional Air Combat (FAC) is a flight simulation under development. It does not want to simulate certain aircrafts or war scenarios. It's all fictional, that is the name is from. It is planned to make a game around air to air and maybe air to ground combat from the view of a fighter aircraft.
The software is open source and licenced under the Genaral Public License
Features currently implemented (or under development) :
Next something about development and content creation :
Making 3D objects
Development toolsFAC is a 3D software. It used openGL for rendering and SDL for some other tasks like window creation, input and timer handling. The programming language is C, except for the GUI toolkit which is written in C++. Most time development takes place under Linux. Then the GNU tools are used, including gcc compiler and linker, make tool and gdb debugger. Under Windows I use MinGW unix simulation environment for making the windows binaries.
Texture creationTextures are made with GIMP, always using it's clouds filter feature. As one can see, there is much improvement possible regarding to texture creation.
Making 3D objectsFor 3D modelling purposes (aircraft, ground objects and also all the streets) I developed my own aplication (see screenshot). It is somehow a project for it's own and also used to get some programming experience in making GUI stuff with GTK+. It is quite suitable for making low poly 3D objects by directly creating every single triangle. The main problem is about texture coordinates (it must be done completly by hand) and usability (Belive me, it's the opposite to intuitive and probably only useable by myself.). It will be needed to implement an interface sometimes to a well known 3D format (maybe 3ds). So serious 3D modelling programs can be used.
Homebrew 3D Modeller
Making terrainFor making the tile based terrain a tool is used which is based on FAC's terrain rendering engine itself. Here one can place also environmental objects like trees, houses and stuff like that.
The terrain heights and coastline geometry are based on a 512x512 pixel image.
The terrain editor
raw bitmap used to derive heightfield from
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