• Daedalus Spaceship Simulator
    134 replies, posted
Oh, won't that mean external events won't affect the inside?
they could probably fake battle damage by making sparks or explosions appear or lock areas off because of a "breach"... but i doubt they would try. Ultimately this means no boarding, no playing as a crew member rather than a ship in third person and less purpose for the interior.
@The Jack, Why are u assuming that there wont be an ability for walking on the ship? In fact, there will be. It's why Izi is working on interior model as well. @blazingfly, Nope. Only faked. This is the only way to do it. I even can't imagine, that phys engine could do a simulation of so much complex and concave collision.
I bet 900 golden doubloons this won't even reach a playable alpha.
[QUOTE=Mr_Razzums;37110606]I bet 900 golden doubloons this won't even reach a playable alpha.[/QUOTE] That sounds like a challenge to me...
[QUOTE=Mr_Razzums;37110606]I bet 900 golden doubloons this won't even reach a playable alpha.[/QUOTE] firstly, doubloons are no longer in currency (at least, thats what google says when I looked for a converter) Secondly, they already have a playable alpha, see the videos. It is playable. They can fly the ship around already, thats progress. So, seing as you lost the bet, you gonna now pay £ or €500 as an estimate of what doubloons (golden nonetheless) are equivalent to. And, you shoud'nt discourage people. I bet you wont even get a maths degree (unless youalready have one, which is unlikely) making stupid bets like that. How do you feel. What about if I told you, I bet you would never get a job, how would you feel??? @Zsolt, this isnt a challenge, it is nothing, you have already made a playable alpha (look at the youtube videos)
@Mr_Razzums, maybe next year? But it will. No one said that it has to be finished this month :) I'm threating it like a fun and experience, rather than real job or so (as I have more important stuff to do as well). In fact, we could make a playable alpha within a week or so (well, it's bug free right now, however it would need some tweaking with models).
[QUOTE=orrila;37110791] @Zsolt, this isnt a challenge, it is nothing, you have already made a playable alpha (look at the youtube videos)[/QUOTE] That video from my youtube channel is from the Unity engine, since then we moved to ogre, and madman had to start the code from scratch. [QUOTE=Madman07;37111141]@Mr_Razzums, maybe next year? But it will. No one said that it has to be finished this month :) I'm threating it like a fun and experience, rather than real job or so (as I have more important stuff to do as well). In fact, we could make a playable alpha within a week or so (well, it's bug free right now, however it would need some tweaking with models).[/QUOTE] -I also have an internship coming in a week so stuff will be even slower. -It's bug free but there isn't much stuff to do yet. I suggest releasing an alpha when you get interiors working.
[QUOTE=Madman07;37110605]@The Jack, Why are u assuming that there wont be an ability for walking on the ship? In fact, there will be. It's why Izi is working on interior model as well. .[/QUOTE] Walking around the ship is pointless unless there are points too it. You might have a separate interior being made for the ship.. but for what purpose? You explore it once and then you don't look at it again. If you had the interior inside the exterior rather than in a different cell.. you could do the following - take up a specific position in the ship rather than be the ship, each being its own game. - travel around the ship while it's under fire.. race too the engine before the ship explodes or race to the 302 bay before the fighters are overun etc. - fight intruders.. or even intrude on an enemy ship or Oupost or planet (you'd implement this late) Shut off life support to stop the incursion or put some c4 on their sublight... looking at stargate... do they always fight their ship battles simply by shooting, manoeuvring and having stronger shields? It's often about doing something clever... like telleporting nukes, sabotage, getting them to fight eachother etc. Having an interior in the ship would allow for you to make these things.
The outside and inside will be different scenes, but that doesn't mean they aren't linked to each other. The fact that they are handled separately is just from a programers point of view. Damage done to the outside can be "faked" on the inside. All windows will show the outside view. If the ship is destroyed the outside model would be switched to broken up pieces and the player can be moved to the outside scene amongst the debris. Just, let us worry about this stuff, we know what we want and how to do it (probably).
Sounds like a neat project. Even though I don't see any intentions of making it into a product, plenty of free fan projects have been shutdown before so you may want to have a look into the risks you run of using anything trademarked ect. Or if any other fan made stargate projects have had any difficulties. (If you haven't already) On a brighter note you might want to have a look at [url=http://www.ftlgame.com/]FTL[/url] it may provide some insight on how to deal with the ships systems like power, shields and life support. Also [url=http://www.kickstarter.com/projects/starcommand/star-command-kickstart-part-2-the-pc-mac-space-adv/]Star Command[/url]. Both are more lo fi graphically, but feature mechanics that you might be interested to see implemented.
[QUOTE=Bung Piece;37112368]Sounds like a neat project. Even though I don't see any intentions of making it into a product, plenty of free fan projects have been shutdown before so you may want to have a look into the risks you run of using anything trademarked ect. Or if any other fan made stargate projects have had any difficulties. (If you haven't already)[/QUOTE] Since we don't own the rights to Stargate we can't charge any money for it. And as long as we don't, there shouldn't be any problems. Carter's addon pack (CAP) for gmod has been running for 2-3 years now and we didn't run into any trouble with stuff like that.
[QUOTE=Iziraider;37112366]The outside and inside will be different scenes, but that doesn't mean they aren't linked to each other. The fact that they are handled separately is just from a programers point of view. Damage done to the outside can be "faked" on the inside. All windows will show the outside view. If the ship is destroyed the outside model would be switched to broken up pieces and the player can be moved to the outside scene amongst the debris. Just, let us worry about this stuff, we know what we want and how to do it (probably).[/QUOTE] Whatabout 302 (or even dart) bays?
You guys look you could use some help with textures, I'd be willing to lend an hand. I'm a textures guy, though admittedly I don't do much with big ships.
[QUOTE=orrila;37110791]firstly, doubloons are no longer in currency (at least, thats what google says when I looked for a converter) Secondly, they already have a playable alpha, see the videos. It is playable. They can fly the ship around already, thats progress. So, seing as you lost the bet, you gonna now pay £ or €500 as an estimate of what doubloons (golden nonetheless) are equivalent to. And, you shoud'nt discourage people. I bet you wont even get a maths degree (unless youalready have one, which is unlikely) making stupid bets like that. How do you feel. What about if I told you, I bet you would never get a job, how would you feel??? @Zsolt, this isnt a challenge, it is nothing, you have already made a playable alpha (look at the youtube videos)[/QUOTE] Flying a ship around isn't alpha. Anyone can open up unity or ogre3d and rig a model is move around. Ambitious and not so ambitious games should be kept in the WAYWO thread until the game is a near finished product.
[QUOTE=The Jack;37112827]Whatabout 302 (or even dart) bays?[/QUOTE] The fuck did I just say about letting us worry about stuff ?
@Bung Piece, even if it will die within a month, I believe it was worth. I gained so much experience and had lots of fun :) @Lt_C, oh nice. So we would have 2 texture guys. I hope you are familiar with stuff like diffuse, ao, normal, specular maps? I will try to prepare for you guys a test model (at the evening), so we can see how much awesome at texturing you are :) I will pm you later. @Mr_Razzums, surely everyone can open Unity or Ogre3d. But not everyone would be capable of building Ogre from scratch, adding MyGui, compiling OgreAL, and adding Newton support (without any wrappers to it). Same, about exporting visual model from 3ds max, and exporting collision for newton (I had to write my custom exporter for that purpose). Sorry for putting thread in wrong section, we just didn't found any proper one.
Sorry guys for lacknes of any update. I had to suspend it for a little bit and start something else (Yay, i love to do 100 things at the same time). I'm making an OgreNewton Viewer, a tool that let me convert both collision and visual mesh for our game from obj (and 3ds probably files). It's all because my NewtonSerializer seems to fuck up collision, and I'm having scale issues with 3ds max exporter... I hope I will finish it fast :) Here, a daedalus outdoor collision within my app :) [IMG_THUMB]http://i46.tinypic.com/64o6tt.jpg[/IMG_THUMB]
RT Screens seems to work fine :) [IMG_THUMB]http://i45.tinypic.com/6pxpia.jpg[/IMG_THUMB] *Bridge front window lack of computer screens - it's a temporary test export.
New thing. An ancient satellite, seen in episode "Game" (Atlantis, season 3, episode 15?). Model by Iziraider (long time ago, aimed for gmod). Textures by Lt_C (dif, spec, norm, glow). Uv, shader recoding (adding glow capability), compiling by me. I think it looks quite nice. [IMG_THUMB]http://i49.tinypic.com/149a05u.jpg[/IMG_THUMB]
Say Hi to Hyperspace effect. Made with particles :) [IMG_THUMB]http://i50.tinypic.com/2q3zlfb.jpg[/IMG_THUMB]
Those look really great.
The project is moving on (even, if I'm not posting much info here). It got completly rewriten. I've implemented Gorila Overlay, GorilaConsole, loading screens, settings menu, and much more! Today's innovation - LensFlare and Bloom (all thanks to Ogre users!). Fo some reason, Bloom also works as Glow (visible on satelite), magic? [IMG_THUMB]http://i45.tinypic.com/vyxn5f.jpg[/IMG_THUMB]
[QUOTE=Madman07;37466462]The project is moving on (even, if I'm not posting much info here). It got completly rewriten. I've implemented Gorila Overlay, GorilaConsole, loading screens, settings menu, and much more! Today's innovation - LensFlare and Bloom (all thanks to Ogre users!). Fo some reason, Bloom also works as Glow (visible on satelite), magic? [IMG_THUMB]http://i45.tinypic.com/vyxn5f.jpg[/IMG_THUMB][/QUOTE] NICE! :D
[QUOTE=Madman07;37466462]The project is moving on (even, if I'm not posting much info here). It got completly rewriten. I've implemented Gorila Overlay, GorilaConsole, loading screens, settings menu, and much more! Today's innovation - LensFlare and Bloom (all thanks to Ogre users!). Fo some reason, Bloom also works as Glow (visible on satelite), magic? [IMG_THUMB]http://i45.tinypic.com/vyxn5f.jpg[/IMG_THUMB][/QUOTE] Madman, you shouldn't post any images anymore!!! ................ ................ ................ ................ ................ ................ until you get a better gfx card. Your pictures aren't doing you any justice. Here's what it really looks like, people: [IMG]http://i1004.photobucket.com/albums/af168/iziraider/as-1.png[/IMG]
This is briliant, so I rate you winner.
[QUOTE=Iziraider;37470743]until you get a better gfx card[/QUOTE] Just 3 weeks until uncle will buy new mobo, thus I will get his old mobo + cpu and I will finally use my beloved GT9800 (hi SKyrim again). This screen looks a bit better than previous, becuase (as you can see) I've added nice and bigger light flare (and Izi had time to make a good shoot, I'm just trying to fit everything on screen) :) Btw, I think I have to mention - this project is using OpenGL :)
Let there be a planet! I've got it (finally!) working. Code was rewrited 3 times, and it's still extremely messy, but it's working. As you can see, I'm using triangles instead of quads - they are easier for me than quads. Just please don't look on FPS count and tris count (I'm running on old 7600GS without any horizon and frustum culling (however I've already have them written, they just need to be optimized to do less GPU update cycles)). Few days ago I've tested Newton TreeCollision - it works perfect even with that huge planet (it blocked every satellite I was bombarding planet with :)). It seems it's working just like it should. A little screen from a planet with our nice, Sun :) [IMG_THUMB]http://i49.tinypic.com/2mwiivm.jpg[/IMG_THUMB]
Couldn't you make tessellation dependent on distance to the viewer? So further triangles can be bigger and use less resources than the close ones
[QUOTE=Number-41;37514985]Couldn't you make tessellation dependent on distance to the viewer? So further triangles can be bigger and use less resources than the close ones[/QUOTE] As you can see, I'm doing it. Closer you get to the planet, more triangles you see, but it's not easy task like you may think. It involves making many chunks and it take much CPU time to prepare data and upload to the GPU (and upload them to Physics engine), thus I will have to optimize it a lot. On the other hand, I don't want to use GPU tesselation (at least not for entire planet, maybe someday for smaller details) because it has to be usable for users with OpenGL 2.0 (aka dx 9) (and like I mentioned, physics engine has to use same mesh for collision) :)
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