Media

From inside the sim

Real in-engine captures — nothing staged, nothing rendered outside the sim. Environment texturing is the current work in progress, and what you see is where it actually is.

In-engine capture of open dune terrain at golden hour
Open terrain, golden hour. In-engine capture — ground texturing in progress.
Pilot standing on a coastal runway with the live flight HUD visible — heading, wind, altitude and variometer
On the ground, live HUD. Pilot spawn on real-world terrain streamed via Cesium — heading, wind, altitude, vario all reading live.
Pilot character standing in open scrubland under the flight HUD
Open country. Weight-shift pilot model on the coastal plain — where launch practice happens.
Overhead in-engine view of a runway with the pilot character at its edge
The strip from above. Terrain streaming over the airstrip — Cesium world with a physics layer on top.
Free Flight menu screen showing a globe with airport selection and Hangar, Settings, Weather, World tabs
Free Flight. The current menu flow — hangar, settings, weather, and a live globe for picking where to fly.
Stylized terrain map of the Westerly, Rhode Island coastline used for the first flyable area
The first flyable area. Westerly, RI — barrier beaches, salt ponds, and Westerly State Airport, built from real elevation data.
Dense dune grass render from the procedural vegetation system
Vegetation pass. Coastal dune grass — one of the procedural ground-cover families being built out.
Flight footage
recording in progress
Flight sequence. Launch, cruise, and landing footage — coming with the next capture pass.