A modular, simplified flight simulation addon for Godot Engine, designed for games rather than realistic pilot training.
fbcosentino/godot-simplified-flightsim is a Godot Engine addon that provides a modular, game-oriented system for simulating aircraft and spacecraft physics. It focuses on gameplay feel over scientific accuracy, allowing developers to create arcade-style flying experiences without the complexity of real-world aerodynamics. The library uses intuitive parameters like lift factor and drag factor instead of complex aerodynamic calculations.
Godot game developers creating arcade-style flight or space games, such as combat simulators, exploration games, or casual flying experiences, who need a flexible physics system that prioritizes fun over realism.
Developers choose this library because it offers a modular, configurable system that simplifies flight physics into approachable parameters, saving time compared to building custom solutions or using overly complex realistic simulators. Its unique selling point is the modular design where vehicles are built by combining nodes like Engine, Steering, and Fuel Tank modules, enabling rapid prototyping of diverse vehicle types.
Simplified Flight Simulation library (addon) for Godot Engine
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Allows building vehicles by combining nodes like Engine and Steering modules, enabling flexible configurations without extensive coding, as demonstrated in the four examples.
Uses intuitive parameters such as lift factor and drag factor instead of complex aerodynamic calculations, making it accessible for developers focused on gameplay feel over realism.
Supports airplanes, helicopters, and spaceships through configurable modules and world settings, shown in the included examples for each type.
Includes a system for fuel, battery, and other energy types with container modules that can be dynamically connected or disconnected, simplifying resource simulation.
Features adjustable air density, temperature, gravity, and support for spherical worlds, enabling realistic environmental effects for space and atmospheric games, as detailed in the spaceship example.
Implemented in pure GDScript, it may incur higher CPU overhead compared to C++-based alternatives, especially with many active modules or complex simulations, as noted in the README's reliance on Godot's physics engine.
The modular architecture requires developers to understand and configure multiple node types, their interactions, and timing constraints (e.g., process_physic_frame), which can be intimidating and error-prone.
While examples are provided, there are no ready-made vehicles or assets; developers must assemble and tune their own from scratch, increasing initial development time.
Tightly integrated with Godot's node system and physics, making it difficult to port to other engines or use outside of Godot projects, as it relies on specific signals and module hierarchies.