Added: 5 years ago
From: Webking271
Views: 9,644
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  • u sound tense bro

  • @DarkTripYT Heh it's because I was improvising the whole time and trying to get it all right in one take...

  • i wish i could call that extremely realistic however when you reach a certain angle of attack on almost every aircraft the wings no longer produce lift and the aircraft will stall and most likely start to spin. all that simulator needs is a slightly more complex terrain mesh with more realistic flight dynamics more scenery objects (maybe get a group of friends to help you with building placement/runway adding for most of the globe) and you could sell this thing... my personal longest comment ftw

  • @TheFsReview Nah it's just a hobby... created by a one-man army.

  • @Webking271 i'm just saying you seem good enough to produce a payware quality game witht he help of a few friends. :D

  • how did u do the clouds?

  • @meming4 The clouds are just alpha-blended textured quads that always rotate to face the camera. A cheap trick but it works :) I'm looking to do 3D volumetric clouds with light scattering calculations next.

  • Great rendering, turned out well.

  • Great that you got Tom Hanks to do the voiceover! ;-)

  • great

  • It's very awesome! But You should draw the lens effect images after drawing the interior of the plane.

    Watch my tank simulator demo!

  • i like

  • Wow, great work!

    Did you use any multithreading for the clouds and terrain calculation?

  • Actually, everything's single-threaded for now. I managed to precompute a lot of stuff pertaining to the flight model and the terrain so luckily I have enough CPU power that I can get away with using only one thread.

  • Wow, you must have a very good computer. My game gets lag a bit with even multithreading on the side. It used to be bad, but with the Sleep function in the second thread I found out that it really smoothed everything.

    Did you use OpenGL in collage?

    I know you had to use quaternions for the camera view, but can give explanation 3rd person view math?

    Personally I would use this method: x = orgin+cos(radian)*distance y = orgin+sin(radian)*distance

  • Well yeah, you want all of your threads to be asleep when they aren't actually doing any processing or you'll waste CPU power.

    I didn't use OpenGL in college yet. I take computer graphics junior year so that's when I'll start doing formal academic research with it.

    For a 3D camera view, you need position and direction vectors:

    viewaxis = QuatRot(quat, Vector(0, 0, 1));

    Position = follow_position - viewaxis * distance;

    Direction = follow_position;

    where quat is the orientation quaternion.

  • Wow, thanks for the example. I'll get it going on one of my projects sooner or later after I'm done with my game's sequal. I'm not sure what, but I'm debating on a simple train simulator or a game to expand into new things like bounding boxes more.

    Thanks, Andrew.

  • I'm doing an OGL w/Wiggle flight sim too, but I can't seem to get the damn antialising to work. It sucks. I like your clouds. Did you use photoshop for that?

  • Antialiasing is usually just an operating system-specific or driver-specific setting. Unless you're doing something like deferred shading with off-screen frame buffers and then you have to do edge detection and a blur pass and them compose the blurred image on top of your rendered frame buffer. As far as clouds go, they are just 2D alpha transparent billboards generated in The Gimp using one of the filters. They aren't good by today's standards. Right now I'm looking into volumetric clouds.

  • I did an over-ride through my GPU software, and anti-aliasing works. A bigger problem that I just realized is that my matrix rotations do not work as expected. I've read about quaterions and euler angles, but it's a bit too much for me, so I'm coming up with my own method for scene transformations.

  • Are you having problems with gimbal lock? If so, you'll probably want to use quaternions. Just treat them as quantities that contain rotations just like matrices except in axis angle form. You can generate a quaternion from Euler angles or a matrix, and you can convert a quaternion to a rotation matrix pretty easily and then multiply it into the OpenGL matrix stack. Just make sure you aren't taking the gimbal locked transformation and putting it in quaternion form since it will still be locked.

  • No, it's not gimbal lock. I just noticed that when I rotate the xz plane (the ground), it get's pushed closer to my point of view. I don't need the ground to get closer to the airplane, I just want the ground to rotate based off of the pitch I command. I've created a simple visual drawing to represent my problem, and I believe I have a solution to it.

  • 5 Stars - I know a lot of hard work must have gone into this. Thanks for sharing.

  • WOW.

  • which compiler did you used?

  • GCC

  • I think it is to sensible when you turn or whatever... But nice man

  • That's because I made this demo before I added joystick support. Trying to fly a plane with a keyboard at least is ten times harder...

  • cool

  • 5 star video, really nice engine and simulator.

    congrats

  • Refine it and compete against Microsoft. M$soft needs a bloody nose.

  • That is so freaking awesome keep up the good work!

  • Great simulation! Well done!

  • great, great stuff

  • the email adress in your web is your email? i send you a email I hope you can read it

  • do you have 19 year old??? GOD !!!,Im too, Im new in opengl development, Im studying software engineer too, great work, is a good inspiration to continue with my investigations, about the clouds do you use GLSL?

    Good work man, post more videos plz

  • Nope... I am actually 18 years old... The clouds were textured billboards but I'm learning GLSL shaders right now so maybe I can do it the right way this time :P haha... Post some videos of your OpenGL stuff! I'm still working on my new 3D engine... hoping to have per pixel lighting, HDR, and shadows with this one.

  • Interesting. Only ~19 years old? It has been said that the average age of an individual solving a world class math problem is 20 years old. This is in conflict with IQ theory, when one considers the fact that IQ peaks at about 25. But there is a large amount of more recent evidence from neuroimaging, that the developmental profile for what is known 'Fluid Intelligence' (a major component of high level novel problem solving ability), is largely independent of the more linear, IQ.

  • Great 3D, I took my first airplane flight a few day ago, I wish I could of seem this before then.

  • Great Chuck! The plane has a realistic behavier and the clouds are really impressive. The terrain is nice too. But the acting of the camera view impressed me most. All ine one: You did your job well ;)

  • Kool, nice work!!

  • oh .. my .. god!

    awesome work!

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