Aeroplane physics? Any ideas?

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3ddev
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Aeroplane physics? Any ideas?

Post by 3ddev »

I need some ideas for creating the physics for an aircraft. I am using OPAL. I am not looking for advice for any specific physics engine, but just some basic theory. I am developping an air combat game, so I am looking for speed rather than quality precision physics. I have been pondering different ways of doing an aircraft for a while, and I have come up with several solutions. The first way would be the simplest and least realistic. Basically, I would apply force to the the node(aircraft) as a whole object. However, I doubt this would achieve the results I want. The second way would be to create a ragdoll aircraft; the wings, tail, wheels and fusalage would all be separate. I could then apply force to say, the wing, and thus power the aircraft and then steer by applying force to the rudder or tail. This seems a lot more work, but more accurate. The third one may be really not possible. I thought it would be really cool if I could apply "wind" to the wing and thus power the aircraft. Maybe the wind could be small invisable nodes with a high physics weight? I could send them on both sides of the wing, and their force would keep the aircraft in the air. By sending them from behind the aircraft with different velocity, I could dynamically change the speed of the aircraft! Or how about adding a physics engine to the propeller and then have the propeller force the "wind" past the aircraft?
Maybe I am way off on the last idea; but it would be the most realist. However, I think that the second concept is probably used in most flight simulators. I need some tutorials/ideas for actually using the physics in my app. Is there a good place for such resources and tuts? :?: I am rather lost right now, and any help would be great! :lol:
sio2
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Post by sio2 »

I have a book called "Flights Of Fantasy" that describes the programming of a flight simulator. It's a 1993 book, so its "powered" by a software renderer: hidden surface removal, wireframe modeling, polygon clipping, polygon filling . The interesting bit, from your point of view, is the discussion of flight physics and the implementation in code. Hey, it's not Microsoft Flight Simulator but would be a good starting point, and may be good enough to use "as is" for flying your planes.

The book came with source code on a floppy disc. I still have the source somewhere, if you want it. Perhaps the source is on the web somewhere?

The book: Flights Of Fantasy, Christopher Lampton, ISBN 1-878739-18-2
sio2
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Post by sio2 »

BTW By some miracle the source code is also in C++. :lol:
3ddev
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Joined: Tue Sep 19, 2006 6:51 am
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@sio2:

Post by 3ddev »

@sio2:
If you could e-mail me the source, that would be great! :!: I have sent you my e-mail address via a PM(personnal-message) Thanks so much for your offer! :lol:
Free
Posts: 1
Joined: Wed Jan 31, 2007 6:32 pm

Post by Free »

Hi, did you check out JSBSim yet?

http://jsbsim.sourceforge.net/

It's an open source (c++) aerodynamics engine, it's easy to use and fast!

In case you don't want to use the whole engine you could use at least some algorithms, also at the link there are loads of resources about aerodynamic physics...
noreg
Posts: 158
Joined: Fri Jun 23, 2006 6:01 pm
Location: continental europe

Post by noreg »

Freakin' cool that JSBSim. Thanks a lot, especially for getting registered only to be able to tell us. That's the spirit we need.
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