Bill,
If you really want to get into the nuts and bolts of a flight
simulator, check out the flight gear project: www.flightgear.org. We
are working on an open-source flight sim and have made some very good
progress to date, but have a lot of work left to go. You can always
download and try running the latest versions ...
> I'm reading a book that talks about relational databases and
> object-oriented databases. First off, racing and flying simulators
> use a database, correct?
Modern simulators have to manage a ton of data. For the flight gear
project, the scenery for the entire world consumes about 2Gb right
now. As the size of the data you are managing goes up, using a
database begins to make more and more sense.
I'm sure the answer will be wildly different for every simulator
... and even for different types of data within a single simulator.
I've everything from ascii-text files to
use-the-file-system-as-your-database to real databases. It depends a
lot on the size and nature of the particular data you are managing.
If you are talking about the properties of a vehicle, then yes, these
could be stored in a database, or in a simple ascii file, or many
other ways I suppose. In general, you would load in the properties of
the vehicle once and then pass these to the physics routines to
actually simulate the vehicle ... you wouldn't need to load vehicle
property data every frame.
It all depends on the nature of your data, and how you are accessing
it. Often, simpler is better.
Curt.
--
Curtis Olson University of MN, ME Dept. Flight Gear Project
Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org