Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sun-barr!lll-winken!elroy.jpl.nasa.gov!usc!ucselx!crash!jcs From: jcs@crash.cts.com (John Schultz) Newsgroups: comp.graphics Subject: Re: 3D flight simulators algorithms ??? Message-ID: <7141@crash.cts.com> Date: 22 Jan 91 19:22:29 GMT References: <2362@texsun.Central.Sun.COM> <16240@accuvax.nwu.edu> Organization: Crash TimeSharing, El Cajon, CA Lines: 21 In <16240@accuvax.nwu.edu> kaufman@delta.eecs.nwu.edu (Michael L. Kaufman) writes: >In article <2362@texsun.Central.Sun.COM> langston@omega.Sun.COM (Jim Langston Sun ASE - MidWest ) writes: >>Are there any algorithms for 3D flight simulators out there ??? >Please post any information on this. Sorry about not just asking Jim to forward >what he gets, but my mail to him kept bouncing. There's a public domain flight simulator available by Riley Rainey- it's called acm. He's posting it to comp.sources (I think; perhaps someone out there knows for sure where). Or drop Riley a note at riley@mips.com. The best way to simulate flight, and any motion for that matter, is to build a generalized physical modelling system. If you tailor you simulator to aircraft, you won't be able to do more advance operations later on. Most books on aerodynamics simplify the motion equations based on symmetry. Don't do that. Use the complete motion equations from a book on mechanics- dynamics. In the long run, you'll be glad you did. John