• Daedalus Spaceship Simulator
    134 replies, posted
Rendering and other things are handled by ogre, so I don't worry about them :) Any texture artists here? We really looking for one!
[QUOTE=Madman07;37078490]Rendering and other things are handled by ogre, so I don't worry about them :) Any texture artists here? We really looking for one![/QUOTE] I could help with texturing, provided you could work with a GIMP user living on school hours in GMT +12 time.
[QUOTE=Pilotguy97;37079295]I could help with texturing, provided you could work with a GIMP user living on school hours in GMT +12 time.[/QUOTE] I like the sound of you, You remind me of me, only GMT+12 instead of GMT+10. :3
I'm getting a serious Hazeron vibe from this. I can't wait until I can play this, since Hazeron had a lot of issues that made the flight not worth the effort.
[QUOTE=One Ear Ninja;37086055]I'm getting a serious Hazeron vibe from this. I can't wait until I can play this, since Hazeron had a lot of issues that made the flight not worth the effort.[/QUOTE] Oh god, if there's one thing I want in a game, it'd be a ship design system like Hazeron's. Not that I expect that out of [i]this[/i] game, just stating thoughts.
Sorry guys. There won't be any design ship feature. It's stargate themed game. @Pilotguy97, it would be cool, as we need to start texturing Daedalus soon :) Edit: Does anyone have a good experience with uvmapping?
[QUOTE=Madman07;37066977]@blazingfly, yeh I will make the sun a big, white particle, just like you see it on earth. I made it like that, because we've always seen suns like that in Stargates (maybe their glasses had filters?). [/QUOTE] I think it would be good to have model suns. Not only would it be more true too the show to allow for the effects of radiation and proximity but also i want to figure out how to blow them up. Now.. I see a problem in working on planets. They are either going to end up rather poor because your alghorithms are poor or your algorithms take far too long to make and you've neglected the space part of the game.
[QUOTE=The Jack;37092496]I think it would be good to have model suns. Not only would it be more true too the show to allow for the effects of radiation and proximity but also i want to figure out how to blow them up. Now.. I see a problem in working on planets. They are either going to end up rather poor because your alghorithms are poor or your algorithms take far too long to make and you've neglected the space part of the game.[/QUOTE] If there's gonna be landing on planets it's probably going to be through a loading screen or something. It's not the main focus of the game. The main part is the daedalus.
[QUOTE=Iziraider;37092650]If there's gonna be landing on planets it's probably going to be through a loading screen or something. It's not the main focus of the game. The main part is the daedalus.[/QUOTE] as it should be, it is called daedalus sim. @everyone why do you keep commenting on the suns. They are fine, at least they have models. Let them get on with it rather than telling them they are not doing it proerly or need to remodel lots of stuff.
Why would any particular part get neglected? As long as enough time is spent on each part it should be fine. Also general idea, the loading screen could be hyperspace and activated between entering and exiting systems.
I believe, we can do everywhere a smooth transitions without loading screens. HS seems to be quite easy. And there are at least 2 or 3 opensource ogre planetary engines that could be integrated here. Hovewer, some time ago I was also working on a little planetary engine. In fact, making a huge planet only with code is relatively simple. Deforming it using perlin noise and fractal function is also easy. Trouble would be to make a good LOD system, proper shader system, and proper collision with Newton. But like we were saying, the point of the game is having Daedalus Simulator, rather than ability of flying with a ship trought the galaxy. To proove that statement, let's take a look on ship stering - it's quite popular to move ships with WSAD + mouse for rotation. But it's not here. Right now, you need at least 12 keys (13 with boost) just to move and rotate that huge thing :) The sun issue. I would like to keep it as it's now (ok, much brighter) from closer distance. Why? Because Stargate teached as that suns looks like that (and it's Stargate Daedalus game) :) Well, there is no any updates recently cuz of 2 main reasons. I was a bit uvmapping daedalus (that's a hard and time consuming job) and I was a bit working on my enginerring project...
[QUOTE=Ronon Dex;37092784] Also general idea, the loading screen could be hyperspace and activated between entering and exiting systems.[/QUOTE] hyperspace should also be a time of preparation. fixing some damage and helping crew members. (assuming they can be hurt) but otherwise i agree [QUOTE=Ronon Dex;37092784] Why would any particular part get neglected? As long as enough time is spent on each part it should be fine. [/QUOTE] Because we're under the assumption that things don't all get done simultaneously and we all know that there is a lot of variety in what spacetravel and combat is in stargate. also.. what is your avatar? I can't remember teal'c doing that and iv seen more than 99% of the episodes (i haven't seen all of season two.. i can't remember jacob getting selmek for example)
[QUOTE=The Jack;37093491] also.. what is your avatar? I can't remember teal'c doing that and iv seen more than 99% of the episodes (i haven't seen all of season two.. i can't remember jacob getting selmek for example)[/QUOTE] It's from the bloopers.
[QUOTE=Madman07;37093423]But like we were saying, the point of the game is having Daedalus Simulator, rather than ability of flying with a ship trought the galaxy. To proove that statement, let's take a look on ship stering - it's quite popular to move ships with WSAD + mouse for rotation. But it's not here. Right now, you need at least 12 keys (13 with boost) just to move and rotate that huge thing :)[/QUOTE] That is so good to hear. Ships are huge so it's not that easy to maneuver them around. I'm still waiting for a space sim/game that makes you operate a ship using commands rather than keyboard+mouse. Something like EVE but more complex.
[QUOTE=maqzek;37094933]That is so good to hear. Ships are huge so it's not that easy to maneuver them around. I'm still waiting for a space sim/game that makes you operate a ship using commands rather than keyboard+mouse. Something like EVE but more complex.[/QUOTE] More complex than EVE? Surely not possible [sp]Yes, I know what he meant[/sp]
Looking great so far! Done some c++, but probably nowhere near enough to be any use. Mostly been focused on web languages and mobile platforms.
DOOHedOOHlus spOOHceship simulOOHtor :v: I can't help but read it as Å's ;_;
maybe just have it so if you're some scandinavian Å reader the game will scan your mind and delete all memories of the letter Å so its normal pls code in unity and credit me ty You guys actually took me seriously?
[QUOTE=Madman07;37093423]Well, there is no any updates recently cuz of 2 main reasons. I was a bit uvmapping daedalus (that's a hard and time consuming job) and I was a bit working on my enginerring project...[/QUOTE] Sorry about being a bit quiet, was doing real life things. Anyway feel free to PM me or add me on steam if you still want my help.
[QUOTE=Killerjc;37098646] pls code in unity and credit me ty[/QUOTE] Um no, and why would we do that?
[QUOTE=Killerjc;37098646]maybe just have it so if you're some scandinavian Å reader the game will scan your mind and delete all memories of the letter Å so its normal pls code in unity and credit me ty[/QUOTE] What the fuck? o.O
@Sgt-NiallR, @d10sfan, actually, it's placed on "planned in future" list. Iziraider suggested me doing it as "while you sitting on commanderchair, give orders to move, shoot, etc.". @paul simon, dude, what's with you? I've already changed those letters to usual A. @Killerjc, unity suck, it's why why switched to ogre :) @Pilotguy97, no problem. Let me pm you...
[quote]@Killerjc, unity suck, it's why why switched to ogre :)[/quote] What? More like Unity is too complex for my tiny little mind.
Unity is fine, until you discover it's stupidity. We could live without realtime shadows and post process shaders in free version. But, their wrapper to PhysX sux - concave objects CANNOT collide because it's very "expensive". Weird. Old and good Havok was doing it all the time and there wasn't any problems.
methinks using outerra would be pretty good (headstart on making plannets)... but it's not finished and i don't know if the engine is commercial or not.
[QUOTE=The Jack;37108247]methinks using outerra would be pretty good (headstart on making plannets)... but it's not finished and i don't know if the engine is commercial or not.[/QUOTE] Damn... people are stupid or what? Stop arguing about the engine but help Mad and his team with the current one! Current one is totally fine!
Oh man this sounds cool as fuck I wish I knew more C++
@The Jack, then go and do some simulator using that engine, if you don't like our work. Btw, I don't think that so advanced engine like outera will be open source and free for everyone. Especially there is no any release date and more info about networking, sound, physics. Saying "using global physics" looks like they have made custom one thus I really doubt into being freeware. I've exported new version of ship (with more details). Looks sweet, even not textured. However, it seems like there is a huge issue with textures. Right now I haven idea what's going on. And with physics. Seems that someone have to write physics debugging library -.-
is the interior of the ship going to be inside the exterior, or is it going to be in a separate worldspace?
A separate worldspace. At both levels - view geometry and physics.
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