|Title:||Fictional Air Combat||Type:||Linux Game|
|Category:||Simulation ➤ Aircraft Flight ➤ Combat||Commercial:|
|Released:||Latest : 0.2.5 / Dev : R318||Package Name:|
|License:||Code : GPL v3+ / Artwork : CC BY-NC-ND 2.5||Deb Repo:|
|Quality (record):||Quality (game):|
|Contrib.:||Goupil & Louis||ID:||11011|
|[fr]:||Un simulateur de combats aériens||[en]:||A combat flight simulation, one can fly around and fight enemy planes and ground units|
Trailer / Gameplay [en] / [en] / [fr] :
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Commercial : (empty)
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Devs (Stefan Aldinger [fr] [en]) : [Site 1 2] [twitter] [YouTube] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube]
On other sites
News / Source of this Entry (SotE) / News (SotN)
Un simulateur de combats aériens, par Stefan Aldinger (horstkevin)
Fictional Air Combat (FAC) est un simulateur de combats aériens (et peut-être à terme également air-sol) en vision subjective 3D de l'intérieur du cockpit, dont les modèles d'avions sont fictifs.
Fac is a combat flight simulation, one can fly around and fight enemy planes and ground units.
Note, it is in a very early state of development.
Fictional 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
It does not want to be a ultra realistic flight simulation, focus should be on action and fun (at least I hope I will get it this way). It does not model a certain aircraft, all is somehow fictional through the base is a more or less realistic flight model. So it want's to be something between a simulation and an arcade game.
Features currently implemented (or under development) :
☑ 6DOF flight model, aerodynamic stable aircraft configuration, short / long period pitch mode, lateral modes
☑ AI implementation, offensive and defensive modes, basics for formation flight
☑ tile based terrain rendering engine, more detailed coastline / mountains (based on some kind of recursive midpoint replacement), terrain is hold in memory so for now it's limited to 512x512 km, includes detail maps (based on multitexturing) Tiles itself are 1 km by 1 km, height grid is 250 by 250 meters
☑ some kind of volumetric clouds
☑ rendering water using bump mapping
☑ a particle engine, currently used for explosions
☑ a cannon usable by player
☑ scalable graphics, i.e. changeable view distance and scalable LOD, some features may be disabled if desired
☑ system memory consumption should not exeed 100 MB at the moment (if same amount of graphic memory is available, else more system memory is needed).
☑ also runs on slower/limited hardware due to scalable graphics quality
☑ a simple openGL based GUI framework for game menues etc.
Features for future implementation (of course not all for sure ...):
☐ in game sound using SDL
☐ network multiplayer, game engine itself is already suitable, technical part is still missing
☐ further expansion of air to air combat
☐ air to ground combat
☐ different AI planes
☐ 3ds import filter for 3D models
☐ use of shaders to improve graphical quality, esspecially for the water