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Blade Blur Discussion #1

@MrMinimal

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@MrMinimal

Thank you so much for looking into this and even sharing your findings on GH!
I am from Godot-land and have been in awe by DCS's implementation too, currently working on an open source flight sim project.

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The Apache's blades you mentioned in the Unity Discussions thread are what still make me wonder about implementation though. Because they do change according to the swashplate position.
Could be same tech they use in their WW2 Propellers (unlisted video).

Given how dynamically it reacts, it reminds me of nothkedev's brute-force solution (playable web demo included) but I doubt that performance is great with hundrets of transparent meshes.

MSFS has an approach where they use a disk and a fan of sprites from the sides, which works but doesn't respond to blade pitch changes or light dynamically:
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I'd love to discuss that. Have looked into how ED did blades by any chance too?

Greetings from Germany

Tom

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