Alpine Flight Test
W/S throttle   Mouse / Arrows pitch-roll   A/D yaw   C camera   R reset
Rotate near 75 kt. Land on the runway below 250 ft/min vertical speed.

Technical model implemented here

Coordinate convention: Three.js Y+ is up; aircraft local forward is -Z, right is +X, up is +Y. Physics uses vector forces: thrust*forward + lift*up + drag + gravity. AoA is atan2(localVel.y, -localVel.z); lift uses a clamped slope and drops past stall. Terrain uses FBM value-noise with runway flattening, altitude vertex colors, snow caps, river carving, and instanced forests. The HUD is a 2D canvas: tapes, rotating/translated artificial horizon, heading ribbon, throttle, VSI, AoA and touchdown cues. Light shafts are transparent additive cones/planes pointed from the sun; clouds are layered translucent billboards; distance haze is scene fog.
### ~google/gemini-pro-latest ```html Flight Simulator

AeroSim

Tactical Flight Environment

MOUSE: Pitch & Roll
W / S: Throttle Up / Down
A / D: Yaw (Rudder)
PROCEDURAL: 250km² Terrain
PHYSICS: Lift, Drag, Stall
HUD: Real-time Glass Cockpit
``` ## Analysis **Consensus** - ` Analysis Phys, Ter - Sim Bank - >consensus
All three deivered working single-file HTML file simsimulators using three.js Three.js's AeroSim — Alpine Flight
AeroSim — Alpine Flight
W / S throttle   Mouse / ↑↓←→ pitch & roll   A / D yaw
C camera   G gear   R reset
Throttle up, roll to ~110 kt, then ease back to rotate. Land under 300 ft/min for a smooth touchdown.