From the hangar
How to fly and fight in AIR COMMAND, and the Unity engineering behind it: streamed terrain, desktop sign-in, IMGUI and flight models.
Surviving a SAM belt: stealth, the notch, energy and flares
SAMs used to be a dice roll at 12–15% a cartridge. Now every defence is something the pilot does, and the same inputs always give the same answer. A field guide.
Google sign-in for a Unity desktop game, without the Firebase SDK
The Firebase Unity SDK's desktop build is for development only, and it has no desktop Google sign-in. Here is the RFC 8252 flow we shipped instead, in plain UnityWebRequest.
3 min read →Sharp IMGUI on a 4K screen: why we stopped using GUI.matrix
Scaling Unity's immediate-mode GUI with one line of GUI.matrix makes every menu soft on Retina and 4K. How the AIR COMMAND front end lays out in 1080p units and still rasterises text at native size.
2 min read →Stores as mass: a loadout system that needed no new physics
Hang four AMRAAMs and a pair of tanks on an F-16 and it should climb slower and top out lower. The trick was to produce a modified performance sheet instead of adding forces.
2 min read →Why Pakistan's air force is the most interesting one to simulate
Most air forces buy from one bloc. Pakistan flies American F-16s and Chinese J-10s off the same ramp, and that single fact shapes the whole game.
2 min read →