Why's GitHub repo is full of useful things for game devs, especially Unity but also C++. https://github.com/brihernandez/Ergo is maybe most relevant to this post for being a C++ implementation of a basic 3D space shooter engine built on raylib.
Reminds me of this amazing (for the time) book which taught me a ton about the topic when I was in my first year at uni learning c++
https://books.google.at/books/about/Flights_of_Fantasy.html?...
This will go nicely with "Methods of Orbit Determination for the Micro Computer" (1991) which published by AFIT and has some incredibly useful simulation content...with examples in BASIC
I'm aware of YSFlight (used it since 2015), but it has a lot of issues and repo does not include whole commits history (it was opensourced year ago as a snapshot of latest version code base with few commits on top of it), so might be not a good example of simple flight simulator.
Physics of YSFlight described in community fork repo.[0]
Till YSFlight became open-source, its physics was a "black box" and there was a research on reverse engineering its physics using game data logs.[1]
Also, there is another fork with few fixes & enhancements, including in its flight simulator physics engine.[2]
[0] https://github.com/YSCEDC/YSCE/blob/master/Documentation/YSF...
[1] https://sites.google.com/site/ysdecaff/ysflight-scientific-r...