Technical Library
Writing a Simulator only works if you have a good collection of books. Here
are some of the titles I used and my opinion on them. Not all can be really
recommended, but some are really indispensable.
Please email me if you have further resources
to recommend.
Gliding
- Hesse, Der Segelflugzeugführer, Hitzenroth
This is known as the bible of the gliding instructor in Germany. If your way
of grasping aerodynamics is not the formula derived one, this is a extremly
helpful one.
- Frank Irving, The Paths of Soaring Flight, Imperial Collge Press
Small but good book about theoretical aspects of gliding. From the table of
contents: Wings, Drag, Equations of Motion, Instruments, Sailplane in the
Athmosphere, Flying in Thermos, McCready, Cross-Country-Flying, Optimisations,
Wind effects, CG effects. It makes a good complement for the Hesse.
- Davig Bourg, Physics for Game Developers, O'Reilly
This is another of those excellent must have's. Here a fluently readable and
entertaining description on simulation technology and math background is provided.
You just start reading on the weekend and read it in one go. There is code
sections so you get all needed information that the message ist clear without
trying things out on the computer first. Dynamic motion simulation is describes
in various sections (even a simple but effective 3D Flight loop is derived),
so that there are examples for many simulation aspects.
Graphics
- OpenGL Reference Manual and OpenGL Programming Guide, Addison-Wesley
A reference you should have on the shelf. I am using rather frequently. Be
sure to get the Programming Manual in the new Version 1.4, which is quite
improved in some details.
- Möller, Haines, Real-Time Rendering, Peters
This is really a very reourceful book, I've seen the new edition which is
even more recommendable to anyone doing this deliberately-reinventing-the-wheel
kind of development.
- Wright, Sweet, OpenGL Superbible, Waite Groupe
Used it as primer on open GL and found it for a start much more useful than
the official Programming guide. I think this is the best started I have seen
so far. The latest edition even has some flight sim demo as part of the examples
used.
- Frank Eckgold, Virtual Reality, vieweg
Rather disappointing. Gives some nice mathematical formulas, e.g. Z-Buffer
Algorithm. When things get interesting, the texts advances to the next chapter.
It appears outdated today.
- Watt, Advanced Animation and Rendering Techniques - Theory and Practice
Covers basic understandin stuff of image generation processes. Its a good
add on to the Foley, van Dam classic volume on computer graphics.
- Luebke, Reddy, et al, Level of Detail for 3D Graphics, Morgan Kaufmann
This is a must have. If you are doing terrain, spent hours searching the web
for demos and articles and are tiered of putting it all together, you can
have it here in a page turner like fashion. The authors desribe the heart
of the algorithms, data structures and basic understanding of the techniques
for LOD, that this gives you an instant overview over the evolving approaches
up to the state of the art. Excellent book!
- Mark DeLoura, Game Programming Gems2, Charles River Media
A really good collection of various topics about encountered programming challenges
and innovative solutions. Rather expensive to just put on the shelf, but when
you are doing architecture work, it is a good idea to browse the various chapters
for ideas.
Architecture
- LaMothe, Tricks of the Windows Game programming gurus, Sams
A good primer on the variety of game programming issues. If you never programmed
a game, this is the book for you to unravel the inner doings of such.
- Rollings, Morris, Game Architecture and Design, Coriolis
This is an architecture book with class diagrams in UML that impressed
me a lot, when I browsed throught in the book shop. However, for a flight
simulator, much of this stuff is not that much helpful. Anyway I read through
it and think is is a good warm-up into the topics and gives you valuable background.
- Dobravka et al., Computerspiele - Design und Programmierung, mitp
This contains very littke coding examples, but a very good-to-read approach
to grame programming. It convers from story board to program management. What
in the end make me by the book was the section on programming. This did not
show a lot of examples, but described techniques as optimization and typical
traps and bugs, that you instantly recognise from practical experience.
- Scherfgen, 3D-Spieöeprogrammierung, Hanser
This book focusses on DX9, but can easily be used for OpenGL based programming
as well. I like the programming style of the code snippets very much for good
comments and clarity. It is actually the first 3D Game programmig book, that
is really taking on a 3D game which is worth the name. The book talks through
the design of a own 3D engine. The examples then show how to apply the more
generic functions of an engine in the games. Especially if you have a specific
project in mind, it is easy to get pulled into a too game specific architecture
which is not very easy to extend and adapt to upcoming new requirements. I
also liked the completeness of the book: It also talks about LOD and must-have
tools.
- Kuhl, Weatherly, Dahmann, Creating Computer Simulation Systems, Prentice
Hall PTR
Only good introduction to High-Level-Architecture (HLA), a US Department of
Defence (DoD) introduced communication architecture for distributed Simulation.
The book describes a rather academic example of a suhsi restaurant how the
HLA idea is applicated in a practical application. Since mainly in military
Flight Simulators from 2002 this is a used standard, an example from this
domain would have been much more suitable. However, good reading and easy
to understand, if you grasped CORBA, COM and the like before.
- Root, Boer, DirectX complete, McGraw Hill
A book that gives some good overview articles on those aspects of direct X
you are interested in if you are an OpenGL guy and want to use the Input and
Sound libs. However, those sections are not enough if you want to do a good
job, e.g. with a good force feedback simulation.
- Kerninghan, Ritchie, Programming in C, Hanser
This is the baisc bilble you probably have anyway..
General Information stuff
- Gamasutra Web site
- Opengl.org Web sit
- MSDN Online Help
- Online Articles and demos on subjects like LOD, BSP trees
I am still looking for some books on very specific topics and would be glad
for any hints:
- A good book on force feedback devices, that covers a bit more than only
advanced machine guns
- A book on simulation systems architectures. The above quoted is a very good
start only.