Sunny Day

June 3rd, 2010

Ahh Plaistows, really must try to go flying again soon!

Click for MASSIVE picture.

Still going

February 23rd, 2010

Just thought I should update this blog. Another vid of progress.

Stage 1 Recode complete!

June 13th, 2009

Corr blimey!!
Actually managed to get something working right! Rescaled the calculations for speed and dimensions to use feet,meters,NM, gravity is still a bit off as lomcevaks go a bit floaty but the new physics work nice. Se here’s a little HD viddy. {B¬)

More Editing

April 18th, 2009

Another Youtube clip

Physics Editor

April 5th, 2009

Some testing with the physics using ODE shown in a YouTube viddy. Demonstrates the joints that allow a flexable structure. This plane was designed with the undercarrage connected to the fusalage at a point behind the Center of Gravity so the plane is totaly uncontrollable for steering on the ground!

Here’s the old Microlight circuit from my training put up on youtube

And an early aerodynamics test (bout 4 years ago)

Mo has also been up to some tricks with his sim and getting some nice hi-rez texture results.
Jebara’s Blog

New sim developer

February 21st, 2009

Another sim is in creation and can be found at http://mohamed-jebara.blogspot.com

Written using OpenGL and GDI, looks to have a nice flight model and there’s some usefull code appearing too.

Latest

February 16th, 2009

An attempt at a better resolution vid, this time with some external views while flying (something for the model airoplane fans)

Youtube latest updates

February 14th, 2009

Just a note to say I’ve uploaded some more vids to youtube showing some additions.

OOOhh, an update!!!

July 18th, 2007

Anuvva Youtube viddy of progress

 

New video

February 25th, 2007

I thought I’d have a go at this youtube thingy, so here’s some vids from the latest dev build.

Double Delta Double Delta

New Blog

December 27th, 2006

Well now you can ramble on about this if it’s your wish as this Blog has been set up.

http://doubledelta.org.uk/news.html Still exists for those who want to remember… 😉

November 26th, 2006

Not a lot has been done to the sim for the time being, I’m working on a physics editor for the Aerodynamics. This allows editing of the flight characteristics of the stuff you can fly in DD, all with a prety 3D interface. You can manipulate stuff graphically or using numbers in dialogs. It makes creating planes for DD a doddle.

June 11th, 2006

Double Delta now supports the Z800 VR headset from eMagin. You can look around fully as the support is built into the sim, no mouse emulation used. The Headtracker does tend to drift though, so maybe some tests using the trackIR system with the headset are needed, this would mean you can move your head around to peer around the structure of the plane. As it stands it’s pretty good, especially with the steriovision, you can tell just how high above the ground you are on landing. {8¬)

May 14th, 2006

Work slowly continues, some new screenshots here.

January 28th, 2006

Still things going on, shapes and stuff.

October 23rd, 2005

Some serious work completed on the viewing system. The viewpoint has some physics properties now so when you’re flying along, the turbulence really shows up as the delta moves around. Gives a surprisingly good feeling of flying!! Also a bit more texturing has been done.

August 21st, 2005

Slowly… ever so slowly work continues. Instant replay system now works with VCR style controls.

June 13th, 2005

New home for DXDD at http://doubledelta.org.uk setup with a feedback form and a Newsletter to get the latest on this sim. Meanwhile in the coding corner, the terrain engine is still undergoing it’s revamp. It should look quite real when the raised objects are working.

May 30th, 2005

Some options added to the physics model to change the type of aircraft.

May 3rd, 2005

The landscape engine continues to evolve… Ya can see for blimin’ miles now.

The simulation is now pretty much to scale (speeds and altitudes) and is a lot smoother since I fiddled with the timestep size manager for ODE. The collision detection was in a shambles too, so with some optimizataion I can now comfortably run at 130FPS instead of 60. Profiling code works wonders {B¬)