Helicopter Flight Simulator
Specification
My objective for this project is to design and implement a visually realistic physics engine
for a helicopter flight simulator.
During the analysis phase, I shall collate information on how helicopters actually fly.
Information on the cyclic and collective pitch will be of paramount importance as this is the characteristic
of the "virtual helicopter" that will make the simulation realistic. I can then use that information
to start deciding what physics to implement in my engine. Another important area of this project is user
interaction; a system too complicated to use will detract from the actual flying of the helicopter. Ideally,
DirectInput should provide the keyboard and mouse input because it can be integrated in to the rest of the
simulator easier than using the Windows messaging system. If during implementation and design, these input
methods prove restrictive, I would have to consider implementing a joystick-input system (another reason
for using DirectInput). To give the user something to fly the helicopter over, there will need to be a terrain
segment of a reasonable size. I will use the OpenGL graphics API to render the 3D graphics.
The design stage will require me to derive ways to simulate the physics of an actual helicopter
in real-time. A helicopter design will be needed and a terrain using a standard 3D graphics package such
as 3D Studio MAX. Another way of generating the terrain is to use a procedural algorithm, thus allowing for
a more varied flying environment between flights. Both the design and implementation phases of the simulator
go hand in hand to ensure that that the design of the three engines (physics, graphics and input) actually
work as intended. Implementation of the graphics engine will require me to load in 3D models from a file
format such as .3DS and store models in an optimised way to allow the simulator to run in real time. Consideration
of adding textures to the models at this stage will improve the impact of the finished simulator.
Due to the nature of this project, any schedule of work is likely to change. However, as
a guide by the end of November I would aim to have the graphics engine in a state where I can load in 3DS
files and move around the world. A preliminary terrain object would be ideal to have at this stage too. By
New Year the physics engine should be ready to "test fly" a helicopter made from geometric primitives.
The input system implementation and testing can be carried out at this stage. The actual helicopter model
will be on going throughout the project. I will produce documentation for the simulator towards the end of
the project when things are less likely to change. The format could be in HTML format or a windows help file.
Helicopter Simulator
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