Support Me https://www.patreon.com/soaringsimulator A simulator very first drawing between 1980 and 1985 thinking about a Soaring Simulator Software. I use to play in C64 mode the game REVS and little programming my C128 using POKE (peek and poke) and a 3D tool inside Geos software but was so slow and I was very young. ["Glider Simulator" over Pampa] Simulator very first drawing I learned "Basic" code language in extracurricular courses around 1986/87. But the coding industry was too young so I decided to wait. I learn 3D industrial design in Alias at the IED University. And soon later I was making car designer for Pininfarina and sailboats for German Frers. While making airplanes for Ruttan cannot be an option, I return back to the base. Later in early 2009, I try UE3 SDK. 2010 A real first attempt was using AngelScript inside RAD game engine, I learn PhysX and Dx9.[Dell Inspiron 9200] 2011 Then U.D.K. attempt for 2 Yr. I learn how to make more complex material shaders and post process effects but I was not able to code it and the screenshot made in the awesome Unreal Engine shows well my depression. The school glider was not able to take off.[GPU GTX460] 2012 I was not able to pay 10.000 for Unigine so I jump also to CryEngine because it handles large worlds. Later, in Sep 2013 using Unity4.2 I came up with the conclusion, it was the best option. Unity was growing fast, I was able to make the same visual aesthetic as my favorite Unreal and I was now able to understand and code in it [GPU 2x HD7970]. Game screenshot: real time post process effects 05-2013 Game screenshot: real-time post-process canvas In 2016 as experienced Unity enthusiasts I pass my first Unity certification. Hoping to become a real Indipendente game developer I look forward to publishing my first game. Listening to David Helgason talk, my slogan is: "A world that everybody wants to explore." Thanks for your time, Alan Mattano.