[HN Gopher] Simple Physics-based Flight Simulation with C++
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       Simple Physics-based Flight Simulation with C++
        
       Author : quintussss
       Score  : 125 points
       Date   : 2023-02-12 09:46 UTC (13 hours ago)
        
 (HTM) web link (www.jakobmaier.at)
 (TXT) w3m dump (www.jakobmaier.at)
        
       | quintussss wrote:
       | How to create simple but realistic looking flight simulation from
       | scratch with C++.
        
         | app4soft wrote:
         | https://github.com/marek-cel/mscsim
        
           | rzzzt wrote:
           | It probably wasn't a question :) but piling on:
           | https://github.com/YSFlight-opensource/YSFLIGHT
        
             | app4soft wrote:
             | > _YSFlight_
             | 
             | I'm aware of _YSFlight_ (used it since 2015), but it has a
             | lot of issues and repo does not include whole commits
             | history (it was opensourced year ago as a snapshot of
             | latest version code base with few commits on top of it), so
             | might be not a good example of simple flight simulator.
             | 
             | Physics of YSFlight described in community fork repo.[0]
             | 
             | Till YSFlight became open-source, its physics was a "black
             | box" and there was a research on reverse engineering its
             | physics using game data logs.[1]
             | 
             | Also, there is another fork with few fixes & enhancements,
             | including in its flight simulator physics engine.[2]
             | 
             | [0] https://github.com/YSCEDC/YSCE/blob/master/Documentatio
             | n/YSF...
             | 
             | [1] https://sites.google.com/site/ysdecaff/ysflight-
             | scientific-r...
             | 
             | [2] https://github.com/pasutisu/YSFLIGHT
        
               | KolmogorovComp wrote:
               | There is also FlightGear[0] which is FOSS[1].
               | 
               | I cannot judge how realistic its physics engine is, but
               | it is marketed as a 'professional' flight simulator.
               | 
               | [0]: https://www.flightgear.org/ [1]:
               | https://sourceforge.net/projects/flightgear/
        
               | app4soft wrote:
               | FlightGear is not "simple".
        
       | teo_zero wrote:
       | I struggled to understand the coordinate system, probably because
       | he puts the ailerons in front of the wings!
        
       | trynewideas wrote:
       | One of the citations is brihernandez/SimpleWings; Hernandez is
       | better known as indie dev Why485, creator of Tiny Combat Arena, a
       | throwback flight sim to the A-10 Cuba era. (Of course the reborn
       | MicroProse picked it up.)
       | https://store.steampowered.com/app/1347550/Tiny_Combat_Arena...
       | 
       | Why's GitHub repo is full of useful things for game devs,
       | especially Unity but also C++.
       | https://github.com/brihernandez/Ergo is maybe most relevant to
       | this post for being a C++ implementation of a basic 3D space
       | shooter engine built on raylib.
        
       | jahnu wrote:
       | Nice!
       | 
       | Reminds me of this amazing (for the time) book which taught me a
       | ton about the topic when I was in my first year at uni learning
       | c++
       | 
       | https://books.google.at/books/about/Flights_of_Fantasy.html?...
        
         | homarp wrote:
         | the book can be borrowed at the Internet Archive:
         | https://archive.org/details/flightsoffantasy00lamp
        
         | pcestrada wrote:
         | This was a wonderful book, it really helped lift the veil on
         | how more complicated things were written in code for me. Also,
         | I remember I was at the mall with my uncle and he offered to
         | buy me a gift. I went straight to the bookstore and picked out
         | this book. He was surprised that I picked out a book on
         | programming, and rewarded me with some extra cash after
         | purchasing the book.
        
         | wanderingmoose wrote:
         | Wow. "Using Borland C++ compiler and BASM assembler as a
         | programming platform". I had to get this just to see what the
         | code was like back in 1993... Luckily/unluckily I got started
         | on silicon graphics machines, so never needed to perform the
         | heroic hoop-jumping that 3d engines needed on pcs at the time.
         | 
         | This will go nicely with "Methods of Orbit Determination for
         | the Micro Computer" (1991) which published by AFIT and has some
         | incredibly useful simulation content...with examples in BASIC
        
         | royjacobs wrote:
         | The same author has another book from around the same time
         | called "Gardens of Imagination" which explains how to write a
         | Wolfenstein 3d-style raycaster. I can highly recommend that
         | book as well.
        
         | atan2 wrote:
         | True. There was another book called "Build your own Flight Sim
         | in C++" by Michael Radtke and Christopher Lampton, but I
         | personally like "Flights of Fantasy" better.
        
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       (page generated 2023-02-12 23:01 UTC)