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        <title>ACCU  :: The Wall</title>
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<div class="xar-mod-head"><span class="xar-mod-title">Letters to the Editor + CVu Journal Vol 12, #3 - May 2000</span></div>

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   <h1><strong>Title:</strong>&nbsp;The Wall</h1>
<p><strong>Author:</strong>&nbsp;</p>
<p>
<strong>Date:</strong> 08 May 2000 13:15:36 +01:00 or Mon, 08 May 2000 13:15:36 +01:00</p>
<p><strong>Summary:</strong>&nbsp;</p>
<p><strong>Body:</strong>&nbsp;<div class="sect1" lang="en">
<div class="titlepage">
<div>
<h2><a name="d0e24" id="d0e24"></a>Writing Flight
Simulators</h2>
</div>
<div>
<h3>A short correspondence between Colin Gloster
and Al Stevens.</h3>
</div>
</div>
<p>Hi Al,</p>
<p>I've been thinking about writing some sort of a flight
simulator. In your and Stan Trujillo's bibliography in &quot;C++ Games
Programming&quot; there's a mention of Taking Flight written by
Christopher Watkins and Stephen Marenka, published by M &amp; T
Books in 1994. Is the subject matter reflected in the title?</p>
<p>There was also &quot;Flights of Fantasy&quot; by Christopher Lampton and
The Waite Group Press in the list. I think that it may not be
concerned with flight sims. Could you give me some help?</p>
<p>Thanking you in advance,</p>
<p><span class="emphasis"><em>Colin Paul Gloster</em></span></p>
<p><span class="bold"><b>Response from Al Stevens</b></span></p>
<p><span class="emphasis"><em>Taking Flight</em></span> is about
how to write a flight simulator. The one that the authors implement
is primitive. I believe there was a later edition that addressed
C++.</p>
<p><span class="emphasis"><em>Flights of Fantasy</em></span>
includes a chapter on flight simulators, but it's a small
chapter.</p>
<p><span class="emphasis"><em>Al Stevens</em></span></p>
<p><span class="bold"><b>From Colin to Al Stevens and Francis
Glassborow</b></span></p>
<p>Thank you for your reply Al. Perhaps the coverage in these books
is too basic for my needs, but in so far as they are computer game
books with coverage of flight sims do they utilise any worthwhile
versions of aviation textbook formulae which aren't obvious but
suit computer hardware better? Some examples of re-forming of
mathematical formulae for computer hardware I would be talking
about would include that guy who had a paper published probably
less than eighteen months ago in Dr. Dobb's Journal who had to have
a rotatable weather map scan embedded in aeroplanes. When using
affine transformations from the original to the rotated version
he'd get unassigned pixels because of rounding of source pixels to
merely one destination pixel when they partially should have taken
up a few. A friend suggested that instead each destination pixel
should be determined by the source pixels (so that each destination
pixel was looked at and then worked out whereas beforehand each
source pixel was looked at and one destination pixel worked
out).</p>
<p>Another from DDJ, possibly in the July 1998 issue, where Andre
LaMothe was busy drawing sloped lines. Usually expressed with y
alone on one side, it made sense to reorganise it since monitors
work by changing one horizontal line at a time. I remember of some
way to work out the two real values of the variable in a quadratic
equation, which uses some flourish on the usual x = (-b +/-(b^2 -
4ac)^1/2) / (2a) formula.</p>
<p>Also, if these books are worth my while because of these, are
the flourishes language specific because more than C I'm interested
in writing a flight sim in Ada (and may add a Fortran or Forth port
too).</p>
<p><span class="emphasis"><em>Colin Paul Gloster</em></span></p>
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