Every aircraft in Dip & Drop is built in code from simple shapes (boxes, cylinders, cones and extruded outlines), not imported from a 3D modeling program. That keeps the game small and fast in the browser, and it keeps the look consistent: flat-shaded, low-poly and bright, like the rest of the valley.
Starting from a three-view
Each aircraft starts from a blueprint sheet: side, front, top and rear views drawn to one scale on a one-meter grid, with reference drawings behind them. Published dimensions (length, rotor diameter, wingspan, height) go into a table, and a measuring tool checks the model against them. If the Skycrane’s rotor is a meter too small, the sheet says so.
Some details took a few tries:
- The Skycrane got a shorter cab, with the aft-facing pilot station that lets a pilot watch a load hanging below.
- The Chinook got its tall rear rotor pylon and cockpit window panes.
- The Super Scooper and Fire Boss got their hulls, floats and probes in the right places, so the scooping looks right on the water.
Flying like they look
The shapes also feed the game. Rotor size and fuselage boxes are used for collision. Wheel positions decide what counts as a gentle landing. A full tank makes each aircraft heavier, slower to climb and slower to turn, by how much it carries for its size.
Paint
Each aircraft comes in generic factory colors, and the Hangar lets you unlock nine more paint schemes for your whole fleet as you rank up.
Meet them all on the aircraft page.