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 -------. | http://zeespace.net - 2.5D rendering engine | | http://audiality.org - Music/audio engine | | http://eel.olofson.net - Real time scripting | '-- http://www.reologica.se - Rheology instrumentation --' --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html