All I have is one question, when creating aircraft, in specifically a fighter jet should I use Roblox’s physics engine (eg. linerVelocity to simulate lift or drag) or use CFrames and tweeting to simulate aerodynamics? I would like to know which one is the easiest to make and which one produces the least amount of lag.
I know that if I use Roblox’s physics engine I can run each planes physics on the individual client; my only concern is that low end device might not be able to processes everything fast enough
—Edit:
I heard of Roblox’s beta aerodynamic engine but I’m afraid that the shape of the plane will affect how the plane performs and I do not want to deal with that.
Thank I will keep this in mind if I end up using Roblox’s physics; although how reliable would it be to use Roblox’s aerodynamics? I heard it was fairly new and I would be dealing with moving parts such as rudders and flaps to control lift and drag. Also do you you know of any limitations that the engine has that would affect the way I create the plane?
i thought you wanted to have many different shapes of planes for cosmetic and they shall fly the same, so i suggested the hidden plane method.
Turns out you DO want the very different shapes to involve in the drag and lift, sorry i’m not experience in it to give an answer.