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Connecting a high quality open source flight dynamics model to a high quality open source game engine

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Godot JSBSim Module

Introduction

I needed a high quality FDM attched to a game engine, without all the usual game fluff and trappings.

Godot is open source, and JSBSim is open source. The rest is history

Building

  • Make sure to clone with submodules
git clone this_repo jsbgodot
cd jsbgodot
git submodule update --init --recursive
  • Build JSBSim
cd jsbsim
cmake .
make
  • Build Godot Bindings
cd godot-cpp
# Replace <platform> with your platform
scons platform=<platform> generate_bindings=yes -j4
  • Build this
# Replace <platform> with your platform. Defaults to Linux
scons platform=<platform>
  • Open demo/project in Godot

Implementation Notes

Fundamentally, what this does is extend Godot's "Spatial" node. This GDNative script has no understanding of how inputs are handled; it exposes some input members, then you plumb them in script. [This is so that inputs could come from an AI, or from HID, or elsewhere; this code does not have an opinion about that]

Messing with it

As I write this, this barely qualifies as a "test to see if this can be done". Turns out, it can be done. When I was googling for "JSBSim Godot", this is what I was looking for... except it didn't exist at the time.

License

MIT License.

Gary [email protected]

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Connecting a high quality open source flight dynamics model to a high quality open source game engine

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