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bteodora/UAV-command-console

C · updated Jan 2026

2D Flight Control Simulation engine built with C++/OpenGL. Features dynamic geofencing, real-time collision physics, and OpenGL-to-Geographic coordinate mapping (GIS).

A 2D OpenGL simulation of two drones flying over a hardcoded map region, with circle-circle collision detection, a draggable no-fly zone, and battery decay. It's a student portfolio project — the GIS 'mapping' is just a linear interpolation from pixel space to one specific lat/lon bounding box in what looks like Serbia.

The squared-distance optimization for collision checks is the right call and shows the author knows why. FreeType integration for HUD text rendering is non-trivial for a first OpenGL project and is done properly. Using glBufferSubData for real-time battery bar updates instead of recreating buffers each frame is correct GPU usage.

Windows-only and Visual Studio-only with no CMake or cross-platform build support — the entire dependency tree is checked into the repo as raw .lib and .dll files, which is how 2010 worked. The GIS coordinate mapping is hardcoded to a single fixed bounding box (lon 18.85–18.99, looks like Zagreb or Belgrade suburbs), so the 'GIS' branding is a stretch. Zero stars, zero forks, and the entire game logic appears to live in one main.cpp — there's no architecture to speak of, just a big loop. The project file is named 'Sablon' (Serbian for 'template') and the solution file is a renamed Visual Studio template, which suggests this was a class assignment that never grew beyond its initial scaffold.

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