Open Sky Sim
@openskysim.bsky.social

The houses are situated at their actual locations, their roof colours are sampled from satellite imagery. Each house is unique and is modelled based on its OSM outline. The drop in FPS is alarming. I need to get the frame rate back to ~60 without sacrificing too much immersion.
#performance #fps 
After adding railways last week and fixing several issues with bridges, i am now adding procedural houses. This makes the world much more lively, even if houses look like prisions without windows.
#flightsim #retrogaming #lowpoly #osm #solodev 
I’ve added a simple railway network with points and level crossings. Bridges and mountainous terrain are the biggest challenge. Due to the low detailed terrain, the tracks often become ski jumps, with steep inclines.
#flightsim #retrogaming #solodev #railway #gamedev #lowpoly 
Funny road bug's in vietnam. Some placed off by a mile, others float and even managed to be rendered behind clouds.
#bug #flightsim #lowpoly 
Today I added tree's to wood area's. To keep the retro look and FPS high i only use billboard's from 0°,30°,60° & 90° angle. Lot's of potential here, even South Park trees look better.
#lowpoly #flightsim #gamedev 
The terrain model is represented by a quadtree to reduce the number of triangles during rendering. It offers 12 LODs, generated from Copernicus DEM-30. To reduce the number of triangles, neighbours with a normal vector of less than 2° are merged.
#fligthsim #osm #map #solodev #lowpoly #gamedev