Game Development Reference
In-Depth Information
Figure 11-7. A typical Rocket Simulator screen shot
As with the Flight Simulator in Chapter 10, several simplifications and assumptions are
made in the design of the Rocket Simulator:
The effect of pitch angle is included in the model, but the rocket is constrained to move
in the x-z plane. There is no y-directional component to the forces or accelerations.
The rocket thrust varies from sea level to vacuum thrust values according to
Equation (11.12).
Altitude effects are modeled using the U.S. Standard Atmosphere 1976 model.
The rocket pitches over at a constant rate. The pitch angle begins at 90 degrees, meaning
that the rocket launches vertically, and decreases until it is 10 degrees at the end of the
rocket burn time. In real life, the change in pitch angle for a rocket would probably vary
over the course of the flight.
The drag coefficient of the rocket is assumed to be a constant 0.5. Drag has a relatively
small effect on the trajectory of the rocket, so assuming a constant value is probably
reasonable.
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