Overview
This module implements the impossible, non-Newtonian flight mechanics for the Trimaxion Drone Ship (MAX) in game form. It is fully gamified, modular, and ready to drop into a physics engine or game loop.
- Fully gamified & modular
- Ready for Unity, Unreal, Godot, WebGL, Three.js, HTML Canvas
- Includes hooks for player controls, AI behavior, environment interaction, and special abilities
- Uses MAX-style physics (field manipulation), not traditional aerodynamics
- Works for single-player, multiplayer, or AI-driven simulations
Python Core – MAX Flight Physics
# =====================================================================================
# MODULE: MAX_FLIGHT_PHYSICS
# Purpose: Implement impossible, non-Newtonian flight mechanics for the Trimaxion Ship
# =====================================================================================
import math
# -----------------------------------------------------------------------------
# GLOBALS: (modifiable for difficulty modes)
# -----------------------------------------------------------------------------
rho_air = 1.2 # atmospheric density
g = 9.81 # baseline gravity
m = 3200.0 # effective ship mass (for collisions only)
S = 40.0 # size proxy for air interaction (rarely used)
# Field manipulation parameters:
EPS_G = 0.03 # % gravity suppression
EPS_RHO = 0.98 # % air-density suppression
BOB_AMPLITUDE = 1.0 # max vertical bob motion
SHIP_SPEED = 520.0 # m/s baseline (can scale by difficulty)
# -----------------------------------------------------------------------------
# 1. MAX’s "Gravity Field Rewrite"
# -----------------------------------------------------------------------------
def max_local_gravity():
"""
MAX reduces local gravity. Used for:
- hovering
- smooth gliding
- soft landing
- cinematic passes
"""
return g * (1 - EPS_G)
# -----------------------------------------------------------------------------
# 2. Air Density Corridor (removes drag)
# -----------------------------------------------------------------------------
def max_effective_air_density():
"""
MAX creates a tunnel of low-density air, eliminating drag.
"""
return rho_air * (1 - EPS_RHO)
def drag_force(v):
"""
Drag normally depends on velocity, area, and coefficient.
In MAX mode: drag becomes almost zero.
"""
C_D = 0.2
rho_eff = max_effective_air_density()
return 0.5 * rho_eff * v * v * S * C_D
# -----------------------------------------------------------------------------
# 3. MAX Flight Controller (core loop)
# -----------------------------------------------------------------------------
def max_flight_update(t, t0, t1, x0, x1, y0, z0):
"""
Produces a MAX-style flight trajectory.
x = linear (constant speed)
y = tiny bobbing motion (alive, organic)
z = fixed unless player steers or AI evades obstacles
This feeds directly into:
- Unity update()
- Unreal tick()
- Godot _process()
- JS requestAnimationFrame loop
"""
# normalized time 0–1
u = (t - t0) / (t1 - t0)
u = max(0.0, min(u, 1.0))
# linear forward translation
x = x0 + u * (x1 - x0)
# slight hover fluctuation
y = y0 + BOB_AMPLITUDE * math.sin(math.pi * u)
# fixed z (unless steering)
z = z0
return (x, y, z)
# -----------------------------------------------------------------------------
# 4. MAX Steering (No banking, no tilt)
# -----------------------------------------------------------------------------
def max_steer(input_left_right, input_up_down):
"""
Player or AI steering.
Unlike aircraft, MAX:
- does not roll
- does not pitch
- translates directly along axes
"""
STRAFE_SPEED = 40.0
VERT_SPEED = 25.0
dz = input_left_right * STRAFE_SPEED
dy = input_up_down * VERT_SPEED
return (dy, dz)
# -----------------------------------------------------------------------------
# 5. MAX Shadow Displacement
# -----------------------------------------------------------------------------
def max_shadow_offset():
"""
Shadow appears shifted due to field lensing.
Cosmetic effect for rendering.
"""
hull_radius = 8.0
return EPS_G * hull_radius * 0.6 # ~1.8 m typically
# -----------------------------------------------------------------------------
# 6. Energy Model (MAX never overheats)
# -----------------------------------------------------------------------------
def max_energy_cost(v):
"""
Game-friendly energy cost:
- MAX doesn't consume thrust fuel
- Instead use 'field charge' to limit boost or special maneuvers
"""
base = 0.1
boost = (v / SHIP_SPEED)
return base * boost
# -----------------------------------------------------------------------------
# 7. MAX Special Ability: Air Stop
# -----------------------------------------------------------------------------
def max_air_stop(current_velocity):
"""
MAX can stop mid-air instantly.
Used for quick turnarounds or cinematic moments.
"""
return (0,0,0) # kills velocity vector
# -----------------------------------------------------------------------------
# 8. MAX Special Ability: Light Warp (Micro-jump)
# -----------------------------------------------------------------------------
def max_lightwarp(position, direction_vector, distance=60.0):
"""
Teleports MAX forward along direction vector.
Does not break continuity; appears as shimmering displacement.
"""
x,y,z = position
dx,dy,dz = direction_vector
return (x + dx * distance, y + dy * distance, z + dz * distance)
# -----------------------------------------------------------------------------
# 9. MAX Physics Override (Master Switch)
# -----------------------------------------------------------------------------
def max_physics_override(delta_time, controls, position):
"""
FULL GAME LOOP INTEGRATION.
This replaces Newtonian physics entirely.
"""
x,y,z = position
# Steering
dy, dz = max_steer(controls["left_right"], controls["up_down"])
# Forward velocity (constant)
vx = SHIP_SPEED
# Global update
x += vx * delta_time
y += dy * delta_time
z += dz * delta_time
# Apply hover/organic motion
y += BOB_AMPLITUDE * math.sin(x * 0.01)
# Return updated position
return (x,y,z)
Engine Integration Snippets
You can translate the core logic into your engine of choice. Below are conceptual examples.
Unity (C#)
// Pseudo-code: mirror Python max_physics_override in C#
Vector3 MaxPhysicsOverride(float deltaTime, Vector2 controls, Vector3 position) {
float SHIP_SPEED = 520f;
float BOB_AMPLITUDE = 1f;
float x = position.x;
float y = position.y;
float z = position.z;
// Steering (left/right = x, up/down = y for your control scheme)
float STRAFE_SPEED = 40f;
float VERT_SPEED = 25f;
float dz = controls.x * STRAFE_SPEED;
float dy = controls.y * VERT_SPEED;
float vx = SHIP_SPEED;
x += vx * deltaTime;
y += dy * deltaTime;
z += dz * deltaTime;
y += BOB_AMPLITUDE * Mathf.Sin(x * 0.01f);
return new Vector3(x, y, z);
}
Godot (GDScript)
func max_physics_override(delta: float, controls: Dictionary, position: Vector3) -> Vector3:
var SHIP_SPEED := 520.0
var BOB_AMPLITUDE := 1.0
var STRAFE_SPEED := 40.0
var VERT_SPEED := 25.0
var x := position.x
var y := position.y
var z := position.z
var dy := controls["up_down"] * VERT_SPEED
var dz := controls["left_right"] * STRAFE_SPEED
var vx := SHIP_SPEED
x += vx * delta
y += dy * delta
z += dz * delta
y += BOB_AMPLITUDE * sin(x * 0.01)
return Vector3(x, y, z)
HTML / JavaScript Canvas
function maxPhysicsOverride(dt, controls, position) {
const SHIP_SPEED = 520;
const BOB_AMPLITUDE = 1.0;
const STRAFE_SPEED = 40.0;
const VERT_SPEED = 25.0;
let { x, y, z } = position;
const { left_right, up_down } = controls;
const dy = up_down * VERT_SPEED;
const dz = left_right * STRAFE_SPEED;
const vx = SHIP_SPEED;
x += vx * dt;
y += dy * dt;
z += dz * dt;
y += BOB_AMPLITUDE * Math.sin(x * 0.01);
return { x, y, z };
}
Capabilities & Use Cases
MAX can:
- Fly without traditional inertia or banking
- Stay level while translating in any direction
- Stop instantly mid-air (Air Stop)
- Warp short distances via Light Warp
- Create gravity lens and shadow offset effects
- Nullify drag with an air-density corridor
- Ignore stall, classic lift, and thrust limitations
You can use this system for:
- Trimaxion / Flight of the Navigator style flight games
- AI-driven physics sandboxes and experiments
- Cinematic flyover sequences
- Boss encounters and chase scenes
- Open-world traversal with non-standard movement
Next Steps
You can extend these mechanics with additional systems:
- Obstacle interaction (terrain, cliffs, moving objects)
- Non-lethal combat or stun mechanics in MAX style
- NPC/AI flight logic using the same physics override
- Landing / takeoff sequences with gravity-field control
- 3D camera rigs that reproduce Flight of the Navigator shots
- Dialogue systems where MAX reacts to flight events
- Full engine configs for Unity, Unreal, or Godot projects
Drop this HTML into your dev docs, tweak the mechanics, and wire the physics override into your game loop to bring the Trimaxion Drone Ship to life.