<?xml version="1.0" encoding="ISO-8859-1" ?><rss version="2.0"> <channel>  <title>FS-Developer (complete)</title>  <description>your ultimate gateway to flight simulator development</description>  <link>http://www.aj-productions.de/fsdeveloper/index.php5</link>  <language>en-en</language>  <copyright>Copyright (c) 2006 Andreas Jung. All rights reserved.</copyright>  <pubDate>Mon, 06 Sep 2010 06:08:33 +0200</pubDate>  <image>   <url>http://www.aj-productions.de/fsdeveloper/logo_rss.png</url>   <title>FS-Developer</title>   <link>http://www.aj-productions.de/fsdeveloper/index.php5</link>  </image><item><title>"OpenStreetMap" by OpenStreetMap contributors</title><description>OSM coverage now made substantial progress and [IMO] can now be considered as a suitable  street data source in flight simulators looking for free vector data (at least Europe and America). OSM is expected to grow steadily in the future.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Vector+Data#entry_OpenStreetMap</link><category>Vector Data / Datasets</category></item><item><title>"Volumetric Clouds III" by Krokhin</title><description>Multi-layer volumetric clouds demo and video. [IMO] Looks nice.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_Volumetric+Clouds+III</link><category>Clouds / Resources</category></item><item><title>"VideoTrace" by A. van den Hengel, A. Dick, T. Thormaehlen, B. Ward, P. H. S. Torr</title><description>From the website: &quot;VideoTrace is a system for interactively generating realistic 3D models of objects from video—models that might be inserted into a video game, a simulation environment, or another video sequence.&quot;.
[IMO] Must see the video! This technology could become a key aspect in the creation of a digital globe with actual 3D objects placed on it. Unfortunately, I suspect the technology won&#039;t be inexpensive.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain+Coverage+and+Autogen#entry_VideoTrace</link><category>Terrain Coverage and Autogen / Papers</category></item><item><title>"Real-time Clouds Rendering Research" by A. Bouthors, F. Neyret, N. Max, E. Bruneton, C. Crassin</title><description>State-of-the-art real time cloud rendering research. [IMO] Breathtaking...</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_Real-time+Clouds+Rendering+Research</link><category>Clouds / Papers</category></item><item><title>"Land Cover in Flight Simulator Project" by Matthieu Laban</title><description>Some implementation experiences of land cover datasets in a flight simulator project. [IMO] Shares my experiences with this type of dataset. From his blog: &quot;... but for some reason there is an offset in the land cover texture... I suspect this is because the texture mapping uses some sort of odd mapping... which is not the same as the one that&#039;s used for the satellite images...&quot; - interesting.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain+Coverage+and+Autogen#entry_Land+Cover+in+Flight+Simulator+Project</link><category>Terrain Coverage and Autogen / Hints</category></item><item><title>"DynamicSim" by Simulationfreaks</title><description>Ambitious flight simulator project (in development), simulating aircraft type F-18 in a Hawaiian Islands scenario. [IMO] Lots of aspects are looking well done. There is a large number of video clips showing different aspects of the sim. Nice: there is a technical page with in-depth technical descriptions of various aspects of the sim. However - excuse me, I&#039;m biased - I have no idea where to get this amount of top-notch aerial imagery and terrain mesh from. It should cost millions. It&#039;s not a too big deal to make this kind of imagery look good - basically all you see is a plain heightfield terrain engine with some fancy imagery projected on it. Critical issues still have to be addressed - the runways visible are only part of the imagery, i.e. there is no airport system embedding some kind of airport mesh into the terrain heightfield. Although the imagery is good enough to produce some details of the airport, it won&#039;t be able to reproduce sufficient ground-details reaching commercial quality level. So it&#039;s not quite clear yet, whether the screenshots show eye-candy only, or a mature simulation platform. If the project should really succeed in reaching a commercial quality level, I&#039;d be happy to be a customer from day 1.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_DynamicSim</link><category>Flight Simulators / Military</category></item><item><title>"Scene Completion Using Millions of Photographs" by J. Hays, A. Efros</title><description>The paper presents an image completion algorithm. It must be examined, wether this algorithm could also be used to repair unfinished SRTM3 files. [IMO] The sample images provided are impressive. Maybe this algorithm could also help to simplify the texturing process of 3D scenery objects using (incomplete) photographs.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_Scene+Completion+Using+Millions+of+Photographs</link><category>Terrain / Papers</category></item><item><title>"Hazy Sunset" by Juan Carlos Guerra</title><description>Orography/haze/sunset interaction.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Fog#entry_Hazy+Sunset</link><category>Fog / Reference Images</category></item><item><title>"Evil Cloud Formation" by Benjamin H.W.</title><description>Dramatic cloud formation up to tropopause level, including TCU and CB. Seen onboard AirAsia B733 cruising at FL350.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_Evil+Cloud+Formation</link><category>Clouds / Reference Images</category></item><item><title>"Dramatic Scene Lighting (Early Morning)" by Nir Ben-Yosef</title><description>Israeli Air Force F-16D early morning sortie with dramatic lighting. [IMO] This kind of lighting resembles a mood such as &quot;It&#039;s the final mission in your combat FS: Enemy bombers are approaching the headquarter - defend the HQ at all costs.&quot;.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Dramatic+Scene+Lighting+%28Early+Morning%29</link><category>Effects, Visual Clues and Optical Phenomena / Reference Images</category></item><item><title>"Desert Combat Scene" by K. Whitehead</title><description>Desert-style combat scene with Black Hawk and A-10 aircraft near Nellis AFB.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_Desert+Combat+Scene</link><category>Flight Simulators / Reference Images</category></item><item><title>"slashgeo" by slashgeo</title><description>News portal targeting the GIS community. [IMO] It&#039;s a good idea to subscribe to the newsfeed if you want to stay informed about GIS related topics.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_slashgeo</link><category>Terrain / Resources</category></item><item><title>"modsim.org" by modsim.org (Devrim Erdem)</title><description>&quot;The News Portal for Visual Simulation &amp; Training Industry Professionals&quot;</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_modsim.org</link><category>Flight Simulators / Links</category></item><item><title>"Northern Lights" by Jean</title><description>Northern lights (greenish) seen onboard Alaska 737 at night.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Northern+Lights</link><category>Effects, Visual Clues and Optical Phenomena / Reference Images</category></item><item><title>"SilverLining" by Sundog Software</title><description>Commercial (but reasonably priced) cloud/sky-rendering SDK for C++. [IMO] Don&#039;t ask me how this integrates into an existing rendering pipeline. I think most developers prefer to developer their own cloud/sky techniques, OTOH this could be just what you need if you need to save time.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Sky#entry_SilverLining</link><category>Sky / Program Libraries</category></item><item><title>"Global Mapping" by ICSGM</title><description>Praiseworthy attempt to create a unified dataset of the world. The dataset is more or less derived from existing datasets of various participating countries. Only a few number of countries is not participating. Free for *non commercial* use; commercial use is up to each country. Requires registration to download the data. Specifications available. Resolution seems to be *similar* to VMAP-0. [IMO] It&#039;s a good thing to have such an organization that is not bound to a specific government. OTOH I think the selection of the VPF format is not really optimal, as this is the same mess as with VMAP.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Vector+Data#entry_Global+Mapping</link><category>Vector Data / Datasets</category></item><item><title>"MigMan&#039;s Flight Simulator Museum" by MiGMan</title><description>From the website: &quot;The Flight Sim Museum provides a permanent and growing overview of the entire genre all in one conveniently organised location. In the Flight Sim Museum you can relive the &#039;glory days&#039; at the click of a mouse.&quot;.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_MigMan%26%23039%3Bs+Flight+Simulator+Museum</link><category>Flight Simulators / Links</category></item><item><title>"Mountains Breaking Ground Fog" by Jeremy Irish</title><description>Far mountains breaking the ground fog layer south-east of LAX, seen on climb-out.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Mountains+Breaking+Ground+Fog</link><category>Effects, Visual Clues and Optical Phenomena / Reference Images</category></item><item><title>"Midair Refueling Scene" by Voortmans Dirk</title><description>Belgium F-16&#039;s practicing midair refueling above overcast cloud layer.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Sky#entry_Midair+Refueling+Scene</link><category>Sky / Reference Images</category></item><item><title>"Engine Explosion" by Fredrik Granberg</title><description>Engine explosion of a Malysian 777. Lots of smoke and engine parts flying away.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Engine+Explosion</link><category>Effects, Visual Clues and Optical Phenomena / Reference Images</category></item><item><title>"Helicopter Combat Scene" by T. Sousek</title><description>Reference image for a helicopter-combat-scene. Features some important visual keys: terrain- and object-lighting, terrain variation and seed objects (bushes, trees, etc.), cloud shadows, blur due to hot exhaust air, motion blur due to blade-movement, etc..</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Helicopter+Combat+Scene</link><category>Effects, Visual Clues and Optical Phenomena / Reference Images</category></item><item><title>"Wet Ramp Reflections" by Denis Roschlau</title><description>Aircraft-image reflected (mirrored) on wet ramp after downpour.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Wet+Ramp+Reflections</link><category>Effects, Visual Clues and Optical Phenomena / Reference Images</category></item><item><title>"Urban Light Distribution At Night" by Rafael Cordero</title><description>Low angle shot, hazy night, Mexico City (probably slums).
[IMO] Could be your primary source of information when you plan to create the lightmap for an urban landclass texture.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain+Coverage+and+Autogen#entry_Urban+Light+Distribution+At+Night</link><category>Terrain Coverage and Autogen / Reference Images</category></item><item><title>"LaRCsim" by Jackson, E. Bruce</title><description>NASA open source flight model from the year 1995. The source code ships with a hardcoded small general aviation plane model. Newsgroup research suggest the existence of a F-16 model, which is not available to the public. The link only features a paper about the flightmodel. For some reason, the source code can be found on the FlightGear-FTP (i.e. ftp://ftp.de.flightgear.org/pub/fgfs/Source/ ). [IMO] The usability of this flight model in today&#039;s flight simulators is not quite clear, because it is quite dated. Nevertheless, free NASA stuff is always worth a look. There is surely something to learn from it.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Aerodynamics#entry_LaRCsim</link><category>Aerodynamics / Program Libraries</category></item><item><title>"JSBSim" by Various Developers</title><description>From the website: &quot;JSBSim is an open source flight dynamics model (FDM) that compiles and runs under many operating systems, including Microsoft Windows, Apple Macintosh, Linux, IRIX, Cygwin (Unix on Windows), etc.&quot;.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Aerodynamics#entry_JSBSim</link><category>Aerodynamics / Program Libraries</category></item><item><title>"Overcast Cloud Layer at Low Angle from Above" by JB</title><description>Shows an overcast cloud layer slightly from above. Lot&#039;s of details of this type of cloud layer visible due to a low angle.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_Overcast+Cloud+Layer+at+Low+Angle+from+Above</link><category>Clouds / Reference Images</category></item><item><title>"Cloud Shadows" by Ron Peel</title><description>Few clouds and the corresponding shadows, close to the ground; seen from above.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_Cloud+Shadows</link><category>Clouds / Reference Images</category></item><item><title>"Low Ground Fog Layer" by Rich Pittman</title><description>Very low ground fog layer as seen from ground.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Fog#entry_Low+Ground+Fog+Layer</link><category>Fog / Reference Images</category></item><item><title>"SRTM3 Indices" by Andreas Jung</title><description>Be aware, that a 1201x1201 datagrid (typically found in SRTM3 files) is more than 16bit indices can handle. So one has to create smaller grids or switch to 32bit indices (which comes at the cost of a performance penalty of course).</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_SRTM3+Indices</link><category>Terrain / Hints</category></item><item><title>"Propeller Vortices" by Stephan T.</title><description>Visible propeller vortices generated by a German Air Force C-160 Transall during take off.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Propeller+Vortices</link><category>Effects, Visual Clues and Optical Phenomena / Reference Images</category></item><item><title>"GL Studio" by Distributed Simulation</title><description>Pro-level training environment. The website also features some demo executables of various instrumentation systems and an A-10 cockpit. Note: Link redirects directly to the demo download page.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Training#entry_GL+Studio</link><category>Training / Resources</category></item><item><title>"Wing Files" by www.wingfiles.com</title><description>Link collection of documents intended for airline pilots that are considered &quot;relevant&quot;. [IMO] Very valuable, even for FS developers. You can find hard-to-find documents there. Documents which typically not show up in your average google query.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Manuals#entry_Wing+Files</link><category>Flight Manuals / Links</category></item><item><title>"Ray Object Intersections" by G. Scott Owen</title><description>Collection of common ray-object intersections. [IMO] Compared to the ray/polygon-intersection method presented on the website, the listed paper for ray/triangle-intersection seems to be the better choice.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Collision+Detection#entry_Ray+Object+Intersections</link><category>Collision Detection / Links</category></item><item><title>"Fast, Minimum Storage Ray/Triangle Intersection" by T. Möller, B. Trumbore</title><description>The paper presents a fast, minimum storage [IMO] easy to understand way to test for ray-triangle intersection. Includes sample code.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Collision+Detection#entry_Fast%2C+Minimum+Storage+Ray%2FTriangle+Intersection</link><category>Collision Detection / Papers</category></item><item><title>"Global Terrain Technology for Flight Simulation" by Adam Szofran</title><description>Explains the characteristics of a state-of-the-art terrain engine for flight simulation, based on the FSX.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_Global+Terrain+Technology+for+Flight+Simulation</link><category>Terrain / Papers</category></item><item><title>"Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators" by R. S. Nielsen</title><description>Extensive master thesis which analyzes existing sky models with regard to flight simulator use. An analytic sky model is enhanced in a way, that makes it more suitable for flight simulation. [IMO] Out-of-the-box solution for interactive flight simulator sky. Also includes sourcecode. Best part: &quot;Some researchers [7] have developed interactive
rendering systems, using (HDR) tone mapping, but they are only slowly
approaching real time performance and would not leave resources for the
rest of the simulation in a flight simulator environment.&quot; - is no longer valid as of 2006. BUT: The paper weights 134 pages, and one has to read this in order to understand it. I have reviewed it only fragmentarily. A search on the word &quot;night&quot; returned no results, and that makes me afraid, as this seems to be the same drawback as with the other analytic sky model.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Sky#entry_Real+Time+Rendering+of+Atmospheric+Scattering+Effects+for+Flight+Simulators</link><category>Sky / Papers</category></item><item><title>"Display of The Earth Taking into Account Atmospheric Scattering" by T. Nishita, T. Sirai, K. Tadamura, E. Nakamae</title><description>In case one cannot use an analytical sky model, one most likely has to choose a technique which generates the sky color by calculating scattering accross a given ray. This paper is virtually the first paper that presents this technique - it uses Rayleigh-Scattering and an approximation of Mie-Scattering. [IMO] Although there are many extensions to this technique available, this is the bare minimum required for &quot;sky-integration&quot; - all other integration techniques use basically the same strategy. I personally feel uncomfortable about the font-size of the document - really hard to decipher the text, making the understanding of the paper not easier.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Sky#entry_Display+of+The+Earth+Taking+into+Account+Atmospheric+Scattering</link><category>Sky / Papers</category></item><item><title>"Realistic and Fast Cloud Rendering" by Niniane Wang</title><description>Presents an artist driven approach for generation and rendering of clouds with negligible costs. [IMO] Definitly worth a look, although I&#039;m not sure if this is the definite way to go. The clouds look realistc, but still very little bit artificial.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_Realistic+and+Fast+Cloud+Rendering</link><category>Clouds / Papers</category></item><item><title>"FS Global 2005" by Pilots</title><description>Commercial mesh scenery for FS2002/FS2004 based on SRTM3 data. [IMO] Besides the advertisement of the product, the website also discusses the SRTM3 dataset to some extent.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_FS+Global+2005</link><category>Terrain / Resources</category></item><item><title>"Fog Polygon Volumes" by nVidia</title><description>Calculates fog depth at each pixel from actual 3D fog geometry. Requires extra passes, but should scale well with other render-to-texture techniques. Should be even more doable with todays floating-point-render-targets. [IMO] Although not seen in flight simulation, there is no reason why this technique shouldn&#039;t be employed within a flight simulator. It could also be used to render clouds - and the cloud-geometry could also be used to render the shadows of the clouds. Negative fog volumes could be used to simulate shafts of light.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Fog#entry_Fog+Polygon+Volumes</link><category>Fog / Papers</category></item><item><title>"Virtual Terrain Project" by Ben Discoe</title><description>Huge collection of links and knowledge about terrain synthesis - presented in the context of the Virtual Terrain Project software. [IMO] If you are unable to find something terrain-related over there, you&#039;ll probably never find it.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_Virtual+Terrain+Project</link><category>Terrain / Links</category></item><item><title>"Terrainmap" by John Childs</title><description>Good roundup of all kinds of terrain- and mapping-sources, as well as processing techniques. Home of Blackart, the famous DEM repair tool.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_Terrainmap</link><category>Terrain / Links</category></item><item><title>"VMAP" by NIMA</title><description>I have selected MapAbility as representative website, because it features the best &quot;portal&quot; to the VMAP dataset. [IMO] Despite VMAP is more or the less the only vector dataset available which is more or less &quot;free&quot;, it is questionable, wether it is a good choice. The quality of information itself is sufficient for a global scenery, but there are some caveats: the legal situation is not 100% clear and the file format is a nightmare.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Vector+Data#entry_VMAP</link><category>Vector Data / Datasets</category></item><item><title>"SR-71 Online" by Paul Kucher</title><description>You have to find the flight manual on your own because of deep linking regulations. [IMO] It&#039;s a contradiction: The SR-71 is one of the most mysterious aircrafts, but the flight manual is probably the one with the best availability over the internet.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Manuals#entry_SR-71+Online</link><category>Flight Manuals / Military</category></item><item><title>"Dealing with Coastline Disagrees" by Andreas Jung</title><description>In case you use land classification and vector-costlines at the same time, it is unlikely, that vector-coastlines and classification-transitions from ocean to land are exactly at the same location. In other words: it is possible, that land on the inland-side of the shore is still classified as ocean. To challange this disagree, one should render terrain, which is classified as ocean, using a dune texture (or beach or sand or whatever). Then, the actual water is masked out using a water-mask (e.g. alpha channel), which has been generated from water-body-vector-data. This way, the coastline-disagree-areas are rendered as dunes.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain+Coverage+and+Autogen#entry_Dealing+with+Coastline+Disagrees</link><category>Terrain Coverage and Autogen / Hints</category></item><item><title>"AVHRR Global Land Cover Classification" by M. Hansen, R. DeFries, J. R. G. Townshend, R. Sohlberg</title><description>Rough global land classification, based on AVHRR RADAR data; generated by a sophisticated classification algorithm. Resolution: Up to 30&quot; (~1km). Dataset can be download as one big file for entire earth - the file itself is quite small because of the huge compression potential. [IMO] Not breathtaking, but sufficient for large scale sceneries. It&#039;s a good start to give the simulated world a basic destinction between crops, forest, and city. It is advisable to combine the data with other data such as culture and climate - this way, one can easily generate more distinctions, e.g. european-forest/brazilian-rainforest. Good: The dataset is available in lat/lon-project (it is not uncommon for these datasets to be available in equal-area-projection=non-lat/lon-projection, which renders it virtually useless for flight simulation).</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain+Coverage+and+Autogen#entry_AVHRR+Global+Land+Cover+Classification</link><category>Terrain Coverage and Autogen / Datasets</category></item><item><title>"SRTM Version 2 [Seamless]" by NASA, NGA, DLR, ASI</title><description>Seamless data distribution using a web frontend.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_SRTM+Version+2+%5BSeamless%5D</link><category>Terrain / Datasets</category></item><item><title>"Writing Endian Independent Code" by Promit Roy</title><description>It must be considered, that most terrain elevation datasets are stored in big-endian byte order. Most personal computers (even the MACs as of 2006) use little-endian byte order. So each pair of bytes needs to be swapped somewhere. This could be done in a preprocessor step, but the easiest way is to load up the DEM file as a byte-array, which is then written into a short-array, where each two bytes are concatenated together using bit-witchcraft. The linked gamedev article talks a little bit more in depth about it. It also features some C++ snippets.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_Writing+Endian+Independent+Code</link><category>Terrain / Hints</category></item><item><title>"SRTM Version 2 [GOV-FTP]" by NASA, NGA, DLR, ASI</title><description>Contains following datasets in DEM format: SRTM30 30&quot; (~1km) worldwide/finished; SRTM3 3&quot; (~90m) +-60°/semi-finished; SRTM1 1&quot; (~30m) US-only/semi-finished. Semi-finished means: Water noise and anomalies removed (since V2), but voids due to RADAR-shadows still in the dataset. Version 2 also features extensive PDF documentation. Note: Link redirects to US government FTP server. [IMO] This dataset is more or less the only serious option for flight simulation (except the scenery is bound to a &quot;special interest region&quot; or small-scale). SRTM30 can be used without pain - it&#039;s quite small (less than 1GB), has no voids, and also contains the polar regions. In case you want to use SRTM3/SRTM1, you have to worry about voids and loads of data (~30GB uncompressed). Still, you get nothing less than the whole world in breathtaking resolution for free.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_SRTM+Version+2+%5BGOV-FTP%5D</link><category>Terrain / Datasets</category></item><item><title>"Aircraft Simulation Techniques Used in Low-Cost, Commercial Software" by Michael Zyskowski</title><description>The paper summarizes the most important aspects that need to be addressed during the development of a flight simulator. [IMO] Should be the first paper you should read if you want to create a flight simulator.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_Aircraft+Simulation+Techniques+Used+in+Low-Cost%2C+Commercial+Software</link><category>Flight Simulators / Papers</category></item><item><title>"How In The World Textures" by How In The World</title><description>237 geotypical tileable/blendable textures. [IMO] The textures are good. The offer can be considered fair and it also allows the eventual commercial use. All in all a good starting point, especially for teams with only few artists and non-satellite-imagery-projects. Long-term projects have to consider, that a texture resolution of 1024x1024 may not be state-of-the-art in a few years from now.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain+Coverage+and+Autogen#entry_How+In+The+World+Textures</link><category>Terrain Coverage and Autogen / Resources</category></item><item><title>"Optical phenomenon" by Wikipedia</title><description>List of Wikipedia articles about all kinds of optical phenomena.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Effects%2C+Visual+Clues+and+Optical+Phenomena#entry_Optical+phenomenon</link><category>Effects, Visual Clues and Optical Phenomena / Links</category></item><item><title>"DAFIF" by NGA</title><description>Digital Aeronautical Flight Information File, public domain aeronautical navigation database. [IMO] Strong aspirant due to availability/price. [UPDATE] As of Oct. 2006, DAFIF is no longer available to the public.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Navigation#entry_DAFIF</link><category>Navigation / Datasets</category></item><item><title>"Aerodyn.org" by A. Filippone</title><description>General collection of all kinds of resources related to aerodynamics.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Aerodynamics#entry_Aerodyn.org</link><category>Aerodynamics / Links</category></item><item><title>"NIC Urban Cultivation" by Sam Chui</title><description>Shows the typical urban cultivation of a newly industrializing country (NIC).</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain+Coverage+and+Autogen#entry_NIC+Urban+Cultivation</link><category>Terrain Coverage and Autogen / Reference Images</category></item><item><title>"Flight Unlimited III" by Looking Glass Studios</title><description>General aviation simulator bound to a photorealistic Seattle scenery. Can be extended with the San Francisco scenery from Flight Unlimited II. It must be noted, that Looking Glass Studios went out of business in 2000. [IMO] Still the best GA simulator available. There is still an active community. The game has a special charm, that has never been reached by any other flight simulator available (convincing scenery, missions, easter-eggs, etc.).</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_Flight+Unlimited+III</link><category>Flight Simulators / Deprecated</category></item><item><title>"Flight Gear" by Various</title><description>Open source flight simulator. Features three different flight models. [IMO] One cannot deny that the developers have achieved a lot by creating a flight simulator. The code base is definitly huge and there is lots of know-how in it. The ability to select different flight models is remarkable. However, when moving from thumbnail to fullscreen, one cannot deny that this flight simulator has the feel of &quot;programmer&#039;s art&quot;. I wouldn&#039;t spend more than half an hour with this sim, because the simulated world doesn&#039;t feature much that&#039;s worth to spend the time in there, other than a few traffic patterns. The flight models are convincing though. The simulator didn&#039;t have it&#039;s breakthrough, and I doubt it will ever have - it&#039;s simply too much lost between multiplatform development and open source idealism. When I read the website, I&#039;m not sure wether they are advertising open source or their simulator.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_Flight+Gear</link><category>Flight Simulators / Civil</category></item><item><title>"A Simple, Efficient Method for Realistic Animation of Clouds" by Y. Dobashi, K. Kaneda, H. Yamashita, T. Okita, T. Nishita</title><description>The paper presents a technique to simulate cloud volumes in a simple and inexpensive fashion (boolean operations on a 3D-array). The paper also presents a rendering technique, which makes use of metaballs. Shafts of light are taken into account as well. The rendering algorithm is presented in pseudo-code. [IMO] The technique seems to be fairly simple, and the results are convincing. The technique should also scale well to parallel systems. It must be examined however, how the costs develop with large fields of clouds. The technique is not suitable for overcasted skies. The rendering algorithm seems to be too complicated for a serious flight simulator (sorting metaballs etc.), because clouds should make up only a small fraction of the overall computation. It must be examined, if there are suitable optimizations or simplifications possible with todays GPUs.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_A+Simple%2C+Efficient+Method+for+Realistic+Animation+of+Clouds</link><category>Clouds / Papers</category></item><item><title>"The Space Shuttle Simulator" by Mikael Lundberg</title><description>More or less a remake of the old DOS game &quot;Shuttle&quot; with modern graphics. [IMO] Hard to have an opinion. There seems to be lots of work in it, because placing all the switches alone is a great deal of work. On the other hand, the application itself is a little bit &quot;crappy&quot; (select screen resolution using a dialog-box with Yes/No/Cancel). The ergonomics is as disastrous as the original game: To set a switch, one has go to the specific panel and search/set the switch. During this time, one cannot look out of the window. So instead of flying, one is navigating and scanning panels most of the time.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_The+Space+Shuttle+Simulator</link><category>Flight Simulators / Space</category></item><item><title>"Lock On" by Ubi Soft</title><description>Fictitious conflict in the Black Sea region. Features A-10, F-15, Su-25/27/33, and Mig-29 with accurate aerodynamics. [IMO] With air combat simulators dying out, this unique application demonstrates, how a combat flight simulator can look like on state-of-the-art hardware. Especially interesting because of the focus on Russian aviation technology.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_Lock+On</link><category>Flight Simulators / Military</category></item><item><title>"Orbiter" by Martin Schweiger</title><description>Space simulator featuring orbital mechanics as well as atmospheric flight. Still updated in &quot;sporadic&quot; intervals. Freeware. [IMO] Only state-of-the-art space simulator available at the moment. Good example of a simulation with changing reference frames (you can really go  everywhere!). Honestly, this application has had it&#039;s zenith already.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_Orbiter</link><category>Flight Simulators / Space</category></item><item><title>"X-Plane" by Laminar Research (Austin Meyer)</title><description>X-Plane is well known for it&#039;s sophisticated aerodynamics. Having the FAA approval, X-Plane has a high reputation among the flight-training/test-pilot/engineering-community. With an improving graphics-engine, X-Plane also gains more popularity in the mainstream segment.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_X-Plane</link><category>Flight Simulators / Civil</category></item><item><title>"Derivation and Definition of a Linear Aircraft Model" by NASA (E. L. Duke, R. F. Antoniewicz, K. D. Krambeer)</title><description>Formal reference of a linear flight model. The appendix contains all derivates of the flight model you can possibly think of. Various formulas for flight instrument output are also given. [IMO] Very complete reference of a linear flight model, but you should have already a good understanding of aerodynamics (and math) prior reading this lecture. For example, you shouldn&#039;t be afraid of words such as &quot;tensors&quot;. However, if you are familiar with aerodynamics such as the one from the NPSNET paper, many parts will look familiar.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Aerodynamics#entry_Derivation+and+Definition+of+a+Linear+Aircraft+Model</link><category>Aerodynamics / Papers</category></item><item><title>"NPSNET: Flight Simulation Dynamic Modeling Using Quaternions" by J. M. Cooke, M. J. Zyda, D. R. Pratt, R. B. McGhee</title><description>The paper presents a linear flight model from the point-of-view of the year 1994. The paper also discusses various orientation methods. [IMO] *THE* starting point if you seriously plan to implement aerodynamics on your own. It reduces a lot of math to formulas, which can be directly implemented into a computer program without further research. With this in mind, one has what it takes to challange the more complicated flight models.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Aerodynamics#entry_NPSNET%3A+Flight+Simulation+Dynamic+Modeling+Using+Quaternions</link><category>Aerodynamics / Papers</category></item><item><title>"A Practical Analytic Model for Daylight" by A. J. Preetham, Peter Shirley, Brian Smits</title><description>The paper presents a model to generate a daylight sky using analytic formulas. The results are convincing, and the costs are reasonable. The technique is limited to a daylight sky only.
[IMO] The paper itself is not too hard to follow and the practical implementation can be considered doable. The computational costs are low enough to perform the sky calculations in the background. Unfortunately, the paper renders itself unusable for a wide range of application, because it does not support night skies.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Sky#entry_A+Practical+Analytic+Model+for+Daylight</link><category>Sky / Papers</category></item><item><title>"Cloud&#039;s Shaft of Light" by Tony Printezis</title><description>Shafts of light on a winter approach into Frankfurt onboard a LH B733.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Clouds#entry_Cloud%26%23039%3Bs+Shaft+of+Light</link><category>Clouds / Reference Images</category></item><item><title>"Ground Fog in Italian Alps from 6000ft" by Franco Stoppini</title><description>View of the Italian Alps with ground fog from an altitude of about 6000ft onboard a Cessna 172.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Fog#entry_Ground+Fog+in+Italian+Alps+from+6000ft</link><category>Fog / Reference Images</category></item><item><title>"The Flight Simulator Project (White Clouds)" by Matthieu Laban</title><description>Being implemented in C#, this project by Matthieu Laban is the pioneer of managed flight simulation. The project is steadily growing, and the development process can be monitored via the BLOG on his website. Freeware.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_The+Flight+Simulator+Project+%28White+Clouds%29</link><category>Flight Simulators / Civil</category></item><item><title>"Complex Terrain Curvature around Lisbon Airport" by Nicolas Kersting</title><description>Shows the complex terrain curvature onboard a LH A321 during the approach into Lisbon airport. [IMO] The reason why flight simulators should have bump mapping.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Terrain#entry_Complex+Terrain+Curvature+around+Lisbon+Airport</link><category>Terrain / Reference Images</category></item><item><title>"Light/Fog interaction" by Sami Virkkula</title><description>Shows the interaction of light and fog at night.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Fog#entry_Light%2FFog+interaction</link><category>Fog / Reference Images</category></item><item><title>"MS Flight Simulator" by Microsoft</title><description>Probably the most successful commercial general purpose flightsimulator.</description><link>http://www.aj-productions.de/fsdeveloper/category.php5?category=Flight+Simulators#entry_MS+Flight+Simulator</link><category>Flight Simulators / Civil</category></item><item><title>News: Revision Completed</title><description>I have removed the shoutbox of this website because of spam. I have replaced it with Google AdSense instead. Furthermore, I have changed the font, because there were display problems on Vista platforms. The website has now been tested on XP- and Vista-platforms, as well as IE7 and Firefox2.</description><link>http://www.aj-productions.de/fsdeveloper/index.php5</link></item><item><title>News: DAFIF to be removed from public access Oct. 1, 2006</title><description>Better download and backup the latest version if you plan to use the DAFIF navigation database in the future!</description><link>http://www.aj-productions.de/fsdeveloper/index.php5</link></item><item><title>News: Give Your Opinion Wings!</title><description>Your cat dislikes the shoutbox? Your canary bird begins to stutter when skimming through the style sheet? Your feedreader dislikes the newsfeed? Say it! Use the shoutbox to say that you dislike the shoutbox, that you want a message board, or that the site needs a voting system. Or contact me using the e-mail address located in the about section.</description><link>http://www.aj-productions.de/fsdeveloper/index.php5</link></item><item><title>News: Hello World</title><description>FS-Developer.info is now online!</description><link>http://www.aj-productions.de/fsdeveloper/index.php5</link></item> </channel></rss>