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Thank you! appreciate the bookmark!

thank you for your comment!

I had looked a bit into doing the realtime views and actually had it working. I could get the real aircraft heading and orientation. I was able to get it for free with community ADS-B aggregators (though data was incomplete), but doing long-haul flights was difficult because there's no ground coverage. Even sites like flightaware I believe estimate a lot of things when over oceans. But, Maybe I will look back into it!

I really appreciate your comment.. thank you for playing!


Thanks for the suggestion. I could actually consider doing this - the flight itself is procedurally generated, so it's entirely possible.

As for the second suggestion, it actually is possible now! but maybe it's not obvious and I should change the style or something to make that more clear.

Thank you for playing!


well, I'm the kind of person who stares out the window for the entire flight, so to me this sounded fun to make and recreate that experience. but really, no point at all to this haha

Your comment made my day! Thanks for the insight, and thanks for playing :-)

thanks for the ideas, I will consider adding some of those!

thank you! I had actually made that feature and then removed it to simplify. I will consider adding it back :-)

Thank you!

It's a work in progress. I have cut down on the original mesh size by quite a bit but continue to do that. I also fade out the resolution of the map tiles as you approach the horizon so you aren't loading ihgher res satellite images than you need. I've run entire flights on my 2022 mac pro with no issue, but as this is a side project it remains not as optimal as it could be. Any suggestions for order of operations / what should be fixed next are welcome :-)

I have a few suggestions:

- as I mentioned above, the shadow map is drawn twice, probably it's being auto updated by three.js at some point

- the entire cabin has a lot of triangles while the player only sees a small portion of it

- cabin lighting could be baked

- a lot of triangles seem to be rendered without backface culling, that's probably not intentional

- don't run GTAO at full resolution, try half

And also, use the spector.js [1] browser extension to profile the app and have your AI agent analyze the capture.

[1]: https://spector.babylonjs.com/


awesome, I will look at each of these, one at a time. my bigger issue today was that I was not expecting so many people to try the app and have unoptimized bandwidth costs. bringing those down first and then will be looking into optimizations like you have listed. I honestly just built this thing for fun & it was running fine for me. now that others are using it it's time to start thinking about performance more. Appreciate the thoughts.

fixed the shadow map being drawn twice, and have deployed that. going through each of these and considering. thank you for your suggestions.

Cool! And sorry if my original comment came across as overly harsh. It’s a fun side project!

well, actually I had tested in iphone and did some things to but back on mesh size & also streaming terrain so that I'm not overrendering textures. I have not tested on all devices as I only have one mobile device. The tradeoff is render quality - maybe I'll make a lower triangle or 2K texture mode?

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