git mv *.hint -> README.md

There is one exception:

    $ find . -name '*.hint' -execdir git mv '{}' README.md \;
    git statufatal: destination exists, source=1992/albert/albert.hint, destination=1992/albert/README.md

Looking at the two files they differ quite a bit so I've not changed it.
I'll bring this up on GitHub.
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Cody Boone Ferguson committed 2023-02-08 05:47:28 -08:00
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Best of Show:
Carl Banks
Penn State Department of Aerospace Engineering
232 Hammond Building
University Park, PA 16802
USA
http://www.personal.psu.edu/users/c/w/cwb129/
Judge's Comments:
To build:
make banks
To use:
cat horizon.sc pittsburgh.sc | ./banks
What can we say? It's a flight sim done in 1536 bytes of real code.
This one is a real marvel. When people say the size limits are too
tight, well, we can just point them at this one. This program really
pushes the envelope!
The provided Makefile should work; you will need an X-ish system, and
a select() system call. More on building in the author comments.
NOTE: On some systems the original entry did not correctly display
the altitude and airspeed. These problems have been fixed. One can
still build the original program by:
make banks.orig
Selected Author's Comments:
You have just stepped out of the real world and into the
virtual. You are now sitting in the cockpit of a Piper Cherokee
airplane, heading north, flying 1000 feet above ground level.
Use the keyboard to fly the airplane. The arrow keys represent
the control stick. Press the Up Arrow key to push the stick
forward. Press the left arrow key to move the stick left, and
so on. Press Enter to re-center the stick. Use Page Up and Page
Down increase and decrease the throttle, respectively. (The
rudder is automatically coordinated with the turn rate, so
rudder pedals are not represented.)
On your display, you will see on the bottom left corner three
instruments. The first is the airspeed indicator; it tells you
how fast you're going in knots. The second is the heading
indicator, or compass. 0 is north, 90 is east, 180 is south,
270 is west. The third instrument is the altimeter, which
measures your height above ground level in feet.
--------
Features
--------
* Simulator models a Piper Cherokee, which is a light,
single-engine propeller driven airplane.
* The airplane is modeled as a six degree-of-freedom rigid
body, accurately reflecting its dynamics (for normal flight
conditions, at least).
* Fly through a virtual 3-D world, while sitting at your X
console.
* Loadable scenery files.
* Head-up display contains three instruments: a true airspeed
indicator, a heading indicator (compass), and an altimeter.
* Flight controls may be mapped to any keys at compile time
by redefining the macros in the build file. Nice if your
keyboard doesn't have arrow keys. (Or if you still use
vi. :-)
* Time step size can be set at compile time. This is useful to
reduce flicker on network X connections. (But be careful:
step sizes longer than about 0.03 seconds tend to have
numerical stability problems.)
* Airplane never stalls!
* Airplane never runs out of fuel!
* Fly underground!
* Fly through buildings!
-------
Scenery
-------
Each of the *.sc files is a scenery file. The simulator
program reads in the scenery from standard input on startup.
You may input more than one scenery file, as long as there are
less than 1000 total lines of input.
Here is a brief description of the scenery files:
horizon.sc -- A horizon, nothing more. You will probably
always want to input this piece of scenery.
mountains.sc -- An alternate horizon; a little more
mountainous.
pittsburgh.sc -- Scenery of downtown Pittsburgh. The downtown
area is initially located to your right.
bb.sc -- Simple obstacle course. Try to fly over the
buildings and under the bridges.
pyramids.sc -- Fly over the tombs of the ancient Pharaohs,
in this (fictitious) Egyptian landscape.
river.sc -- Follow a flowing river from the sky.
A few examples of how to input scenery:
cat horizon.sc pittsburgh.sc | ./banks
cat mountains.sc bb.sc | ./banks
cat mountains.sc river.sc pyramids.sc | ./banks
You can simulate flying through a cloud bank as well:
./banks < /dev/null
You will usually want at least a horizon, though.
The format of scenery files is simple, by the way. They're just
a list of 3-D coordinates, and the simulator simply draws line
segments from point to point as listed in the scenery file. 0 0
0 is used to end a series of consecutive line segments. Note
that in the coordinate system used, the third coordinate
represents altitude in a negative sense: negative numbers are
positive altitudes.
I'm sure you'll be making your own scenery files very soon!!!
----------------------------
Alternate Build Instructions
----------------------------
Several options must be passed to the compiler to make the build
work. The provided build file has the appropriate options set
to default values. Use this section if you want to compile with
different options.
To map a key to a control, you must pass an option to the
compiler in the format ``-Dcontrol=key''. The possible controls
you can map are described in the table below:
Control Description Default Key
------- ------------------------- -----------
IT Increase throttle XK_Page_Up
DT Decrease throttle XK_Page_Down
FD Move stick forward XK_Up
BK Move stick back XK_Down
LT Move stick left XK_Left
RT Move stick right XK_Right
CS Center stick XK_Enter
Values for the possible keys can be found in the X Windows
header file <X11/keysym.h>. This file is most likely a
cross-reference to another header, <X11/keysymdef.h>.
You must map all seven controls to keys at compile time, or the
compilation will fail.
For example, to map Center Stick to the space-bar, the compile
option would be ``-DCS=XK_space''.
To set the time step size, you must pass the following option to
the compiler: ``-Ddt=duration'', where dt is literal, and where
duration is the time in seconds you want the time step to be.
Two things to keep in mind when selecting a time step. Time
steps that are too large (more than about 0.03) will cause
numerical stability problems and should be avoided. Setting the
time step to be smaller than your clock resolution will slow
down the simulator, because the system pauses for more time than
the simulator expects.
The best advice is to set time step size to your system timer
resolution. Try a longer period if you're getting too much
flicker.