Monday, February 13, 2012
Cockpit, Bloom (again), and better ship movements
I have to decrease the bloom's strenght, and obviously the cockpit should be more refined but.. now the screen appears more rich :)
Monday, January 30, 2012
Laser, explosions and fleet
100 starships trying to reach me.. But i've an AWESOME laser and i kill them! :)
(no sure that there's anyone reading this blog, so sorry for the short message...)
(no sure that there's anyone reading this blog, so sorry for the short message...)
Wednesday, December 14, 2011
Seek and destroy
The ship now rotates well to the right direction so i can implement a "seek and destroy" behaviour: the enemy ship follows me and tries to reach me despite of my movements.
It's not perfect but.. it works
It's not perfect but.. it works
Monday, December 5, 2011
Alignment
In my few spare time i've tried to consolidate one big task that i wasn't able to finish in the previous years: a way to align, softly, an object to any direction.
I need this for a lot of different situation: my ship has to align to the station, when i activate the autopilot, an enemy ship has to align to my position for reach me, an homing missile has to follow my target, and so on.
Previously i tried to solve it using normal euler rotations but it was a mess, and i've left this way.
The solution is: quaternions and SLERP.
It's not my intention to boring you with maths details (but you can ask me if you want), i prefer to show you the result: a ship floating into space try to align with my position:
you can notice that when i move, the ship follows me, in all positions.. also when i go up or down.
..and you can see also (for a brief moment) my ship firing a laser :)
I need this for a lot of different situation: my ship has to align to the station, when i activate the autopilot, an enemy ship has to align to my position for reach me, an homing missile has to follow my target, and so on.
Previously i tried to solve it using normal euler rotations but it was a mess, and i've left this way.
The solution is: quaternions and SLERP.
It's not my intention to boring you with maths details (but you can ask me if you want), i prefer to show you the result: a ship floating into space try to align with my position:
you can notice that when i move, the ship follows me, in all positions.. also when i go up or down.
..and you can see also (for a brief moment) my ship firing a laser :)
Thursday, October 6, 2011
Slowly...
Work, healt and other things are against me & tau ceti so no more news since june.
But no news is not no progress...
In these periods i've worked for improve the consistency of the engine.
Here the most important news
- Now coordinates of the universe are the same of the 3d engine. This means that i cannot use anymore realistic large scale for the universe, but i've seen that the "real thing" is for now too big (and boring). To reach a planet from another you needs lots of minutes, and i'm developing a game, not a simulator. The pros are that now shadows are more accurate.
- The internal structure of the object now is totally hierarchical, so Sun has 9 child, one of this is Earth. Earth has one child, Moon. Moon has one child: Space station (i.e.). If i move the Sun, i move also earth/moon/station automatically.
- I've started to update the look'n'feel of the gui.
- Now your starship can shoot, and i've implemented the collision detection. So if you hit another ship with your beam, the program can tell you "boom" and give the distance of the collision. It works also with complex object, and not unsing only AABB (bounding box) but with geometry.. so if you shoot at the center of a torus, the function return "false".
- You can attach a camera to any ship, so in future you'll be able to say the point of view of a enemy.
- Space station now has a (primitive) tunnel to help you in landing operations.
- LOTS of cleaning up.
But no news is not no progress...
In these periods i've worked for improve the consistency of the engine.
Here the most important news
- Now coordinates of the universe are the same of the 3d engine. This means that i cannot use anymore realistic large scale for the universe, but i've seen that the "real thing" is for now too big (and boring). To reach a planet from another you needs lots of minutes, and i'm developing a game, not a simulator. The pros are that now shadows are more accurate.
- The internal structure of the object now is totally hierarchical, so Sun has 9 child, one of this is Earth. Earth has one child, Moon. Moon has one child: Space station (i.e.). If i move the Sun, i move also earth/moon/station automatically.
- I've started to update the look'n'feel of the gui.
- Now your starship can shoot, and i've implemented the collision detection. So if you hit another ship with your beam, the program can tell you "boom" and give the distance of the collision. It works also with complex object, and not unsing only AABB (bounding box) but with geometry.. so if you shoot at the center of a torus, the function return "false".
- You can attach a camera to any ship, so in future you'll be able to say the point of view of a enemy.
- Space station now has a (primitive) tunnel to help you in landing operations.
- LOTS of cleaning up.
Tuesday, June 14, 2011
System Map again
I've work a little inside the map's code and now the system map is more usable.
- You can see the Sun! In the previous video it was missing ;)
- Every moon now is displayed with it's own orbit (in the video, you can see our moon)
- Now there's also your ship position showed.
- With the mouse wheel you can zoom in/out the map, with the right button you can rotate it, and with the left button you can translate your view position inside the map.
- The map has his own GUI, for now only + and - button. When you switch from cockpit view to map view, also the GUI switches.
- Planets are smaller than into the previous video.
Next step is to made the map interactive: when you left click on a planet, the camera points on it and the target for autopilot is setted.
Monday, June 6, 2011
June 2011
Ok dude, i'm starting to work to the system map. Solar system is huge, and it's easy to lost in. I cannot display on hud all the planets because tere's a lot (moons, asteroids and so on..) so it will be a mess.
Solution: if you want to drive until "Callisto" (i.e.): open the map, select it and then activate the autopilot!
It's just the beginning but you can see now the orbits, the planets, and a different background. You can switch from map to cockpit with a gui button.
Solution: if you want to drive until "Callisto" (i.e.): open the map, select it and then activate the autopilot!
It's just the beginning but you can see now the orbits, the planets, and a different background. You can switch from map to cockpit with a gui button.
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