Development in public.
Long-form posts about what we're building, why, and what we learned along the way.
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One renderer, zero map libraries: inside Skyline's custom globe
We replaced the map-library world screen with a custom WebGL planet. No globe library, no satellite imagery, one continuous camera from orbit to the apron. Here is how the surface shader, streamed OSM geometry, live traffic, and one shared atmosphere fit together.
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How airline demand really works (and how we model it from first principles)
Most sims assign you a number. We built a nine-layer demand stack calibrated against real DOT, Eurostat, and World Bank data, with era-specific gravity parameters from the 1950s forward. Here is what that actually looks like.
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How airport slots and treaties work in airline sims (a build log)
Real airlines need two permissions to fly a route: a bilateral treaty between countries, and a 15-minute slot at the airport. Here's how SkylineSim models both, and why we built them as separate systems.
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How aircraft ordering really works (and how we simulate it)
Real airlines don't order aircraft from a dropdown. They compete for production slots, negotiate hard with manufacturers, choose financing, then lay out the cabin. Here's how SkylineSim simulates all of it.
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Why we're building a single-player airline simulator (and what's wrong with the genre)
What's missing from airline simulators in 2026: serious depth without an always-online MMO grind. Here's what SkylineSim is, what it's not, and why we think the single-player airline-sim genre deserves better.