: Hi, I am writing, because I am currently trying to implement a 3 Dimentional
: simulation. It will take the form of a simple flight simulator. I have
: dabbled in 3d graphics before, with a few glenz vectors, jelly cubes etc..
: But I do not know *anything* about rotating a world around a player, as
: normally I have only had one object, so things have been pretty static.
: The things I need to know are, how do I set up data structures to store all
: the landscape coordinates and vertex lists etc... And also how do I perform
: the various rotations with enough speed to make it look smooth? Do I need
: to rotate *all* the world or just the world in my FOV? ANY HELP will be
: greatly appreciated!
In the book Graphics Gems I there is an algorithm to specify a viewing window
for an arbitrary position in your world in an arbitrary direction.
Andrew Glassner (ed.), Academic Press 1990, ISBN 0-12-286165-5
The location for the source of this book is in the algorithms FAQ :
Graphics Gems source code.
I think you could use it to specify the view from out of your*pit.
The world would probably consists of a lot of 3D polygones. However you need
to find a way to only calculate projections of the 3D polygones on your screen
that are actually visible. This means that things get only calculated in the
direction you are looking at.
Hope this helps,