As with the previous recipe for car physics, this recipe is all about enough simulation to make the player feel involved (and hopefully enjoy themselves), but not so much as to either trip the player up in unnecessary detail or slow the game down to a crawl under the possibly heavy weight of a more rigorous simulation.
There is no stalling, wind shear, or trim adjustments here. Just the player turning left, right, up, or down, and powering towards fun.
This recipe relies upon the
GeometricBuffer classes covered in Chapter 3, Procedural Modeling, to construct the plane, but any method of creating or supplying a 3D mesh should be sufficient.
To begin flying your own plane: