This section displays the landscape on a 2D scatter chart and also upgrades the joystick chart by adding a dial behind the joystick image. This technique of using a stack of a back chart to display dial sprites and a front chart with transparent background to display various control devices, indicator needles and text will extensively be used in thisContinue Reading

This section finishes the macro analysis and continues with the conversion of the u-v 2D formula array into a chart-able 1D array. It also adds two columns to the chart-able array, a masking condition for each triangle and masked u-coordinate which will throw out of the visible portion of the chart any shape which has a minimum of one vertexContinue Reading

This section explains the spreadsheet  implementation of the perspective rotation and translation formulas within the Present array. It also shows the implementation of the 3D-2D conversion formulas within the Past array, then it goes on to presenting the VBA macros used (the Reset and JoyStick macros). [sociallocker][/sociallocker] A Basic Flight Simulator in Excel #5 – the worksheet implementation of theContinue Reading

This section explains the top level functionality of the model, it also allocates the data and formula arrays needed for manipulating the scene image. The roll rate, pitch rate and throttle formulas are implemented in the worksheet. [sociallocker][/sociallocker] A Basic Flight Simulator in Excel #4 – creating the initial, current and previous landscape matrices by George Lungu – This section startsContinue Reading

This section deals with a simple method of creating the appearance of scene movement during the flight. Beside reviewing standandard rotation and translation formulas described before on this blog, the presentation begins to explain how to apply numerical-like methods to create a live and interactive model.   A Basic Flight Simulator in Excel #3 – calculating the scene rotation and translation as a resultContinue Reading

This is the second part of a tutorial explaining the creation of an “in-cockpit” flight simulator (versus the remote control simulator) model in Excel 2003. This section introduces some basic piloting background and nomenclature. A Basic Flight Simulator in Excel #2 – airplane positioning, control surfaces and turn dynamics by George Lungu – This tutorial explains the basics of airplaneContinue Reading

This is the first section of a tutorial explaining how to build a 3D flight simulator in Excel. This part deals with creating a joystick and a triangular ground mesh. The joystick model was explained in a previous post from January 2011 and the ground mesh was already used in the 3D roller-coaster. [sociallocker][/sociallocker] A Basic Flight Simulator in Excel #1 – usingContinue Reading

This tutorial explains a pair of important user defined functions, the “Navigator_u()” and the “Navigator_v()”. These functions save the user nine columns of formulas by calculating the effects of: 3-dimensional shift, rotations around the three axes of coordinates and 3D-2D perspective mapping. These user defined functions are also easy to use compared to writing all the perspective mapping equations fromContinue Reading

In computer graphics we often need to be able to display a three-dimensional image in two dimensions and preserve the perspective appearance. If we walk on a straight road, it appears that the road narrows with the distance. This is the perspective effect and it is a result of mapping a three-dimensional image on a two-dimensional surface (i.e. a computerContinue Reading