[gameprogrammer] Re: flight simulation camera

Thanks for your answer,

My probleme is that my camera don't stay locked to the plane. When I start my 
exe the camera is behind the plane but when I turn the plane around the Y axe 
(in global coordinates) the camera moves but don't stay behind the plane. I can 
always see the plane but on the right (or left) and front at the end but I want 
stay behind the plane.
It's not easy to explain and sorry for my English.
I use C++/OpenGL

Julien

> From: david@xxxxxxxxxxx
> To: gameprogrammer@xxxxxxxxxxxxx
> Subject: [gameprogrammer] Re: flight simulation camera
> Date: Thu, 27 Sep 2007 09:40:31 +0200
> 
> On Thursday 27 September 2007, Julien Breton wrote:
> > 
> > Hello,
> > 
> > Do you know where I can find an example of a flight simulation
> > camera ?
> 
> What do you mean, exactly?
> 
> From what I've seen, the basic logic of how the camera works in 
> simulators (flight, racing etc) is that it's simply locked to the 
> vehicle, ie it sits where the pilot/driver would be, looking straight 
> ahead.
> 
> In racing simulators, it's common to add minor adjustments to the 
> position and view angle of the camera, to hint about the G-forces 
> that are "lost in transmission". (Lost, unless you're using a moving 
> platform, that is.) I suppose you could do that in a flight simulator 
> too, but I can't remember seeing that. X-Plane has a different 
> solution: Blackout and redout is simulated by fading the view to 
> black and red respectively. Simple and effective. (Not very not 
> relevant to racing though, as you'd normally never get that kind of 
> G-forces on the vertical axis in a car for extended periods of time.)
> 
> 
> //David Olofson - Programmer, Composer, Open Source Advocate
> 
> .-------  http://olofson.net - Games, SDL examples  -------.
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