Hello everybody!
I was wondering if nebulae were 2d rendered images or particle clouds, it would be cool if there were particles that could be explored.
~Sly
Post
Mon Apr 15, 2013 1:39 am
#2
Re: Nebulae
From what we have seen I can guess that there will be "Nebulae" systems with high amount of dust particles to really give you the feeling of flying through one.
But I don't think you can see them from other systems or from the "outside" so to speak. The Nebulae you see far away are probably just procedurally generated (random) background.
But I don't think you can see them from other systems or from the "outside" so to speak. The Nebulae you see far away are probably just procedurally generated (random) background.
Post
Mon Apr 15, 2013 7:16 pm
#3
Re: Nebulae
Hello again!
I was thinking that, and that if you were to enter the cloud you would gain maybe a damage debuff and a stealth buff (damage based on speed) like
Id imagine this is what it would look like roughly
I was thinking that, and that if you were to enter the cloud you would gain maybe a damage debuff and a stealth buff (damage based on speed) like
Code: Select all
while(running)
...
boolean isnebbuffcalculated = false;
if (IsInNebula()) {
if (!iscnebbuffalculated){
stealth+=.5;
isnesbuffcalculated=true;
}
health -=(speed*0001);
} else {
isnebbuffcalculated = false;
}
public boolean IsInNebula(vector3f gascloud) {
for(int i =0;i<vector3f.length/*or whatever length is in vectors*/,i+=3/*skips points*/) {
for(int j =0;j<vector3f.length/*or whatever length is in vectors*/,j+=3/*skips points*/) {
//cast point from j and i and if it intersects ships return true else return false
}
}
}
IVE BEEN OUT OF MY MIND A LONG TIME
Post
Mon Apr 15, 2013 9:59 pm
#4
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Nebulae
You know Sly, that's something that I don't know if it's taken into consideration.
If a nebula is just extra dust particles, it only effectively harms the player, as the AI doesn't have a concept of dust or visibility when dealing with their scanners. I know Josh mentioned that he was working with scanners, but I wonder if there is a connection yet between the scanners/visibility and what you actually see.
If a nebula is just extra dust particles, it only effectively harms the player, as the AI doesn't have a concept of dust or visibility when dealing with their scanners. I know Josh mentioned that he was working with scanners, but I wonder if there is a connection yet between the scanners/visibility and what you actually see.
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Mon Apr 15, 2013 11:09 pm
#5
Re: Nebulae
Yes, I do anticipate including dust density as a factor that influences sensor range. It will be a pretty easy thing once I finally implement dust correctly. It should also affect AI visibility, although I am having performance issues with AIs and the knowledge / sensor system at the moment.
Background nebulae are 2D cubemaps, but there is volumetric "dust" in the game to simulate the thick innards of a nebula.
Background nebulae are 2D cubemaps, but there is volumetric "dust" in the game to simulate the thick innards of a nebula.
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sat May 31, 2014 5:27 am
#7
Re: Nebulae
It's quite pretty, but it looks like atmospheric rain clouds which is kind of weird looking compared to the wispy nature of vacuum surrounded nebulae.
woops, my bad, everything & anything actually means specific and conformed
Post
Sat May 31, 2014 5:40 am
#8
I'll be honest with you, I don't know how they achieved that performance with full volumetrics...especially at that time...and it looks quite good
Re: Nebulae
I have indeedMP X10L wrote:Hi GJ!
Just wanted to make sure you saw this:
https://www.youtube.com/watch?v=P-09i4tM8ts
I'll be honest with you, I don't know how they achieved that performance with full volumetrics...especially at that time...and it looks quite good
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
Post
Sat May 31, 2014 7:18 am
#9
Welcome to the LT forums.
Re: Nebulae
I like you, MP X10L. I've watched that many times in the past.MP X10L wrote:Hi GJ!
Just wanted to make sure you saw this:
https://www.youtube.com/watch?v=P-09i4tM8ts
Welcome to the LT forums.
Post
Sat May 31, 2014 9:36 am
#10
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Nebulae
How did I miss that?! That's amazing!MP X10L wrote:Hi GJ!
Just wanted to make sure you saw this:
https://www.youtube.com/watch?v=P-09i4tM8ts
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Sat May 31, 2014 9:49 am
#11
Re: Nebulae
maybe you can find some of the old league who programmed that and... ask a few inconspicuous questionsJoshParnell wrote: I have indeed
I'll be honest with you, I don't know how they achieved that performance with full volumetrics...especially at that time...and it looks quite good
Post
Sat May 31, 2014 1:40 pm
#12
i know the npc doesnt have a concept of visibiliity in the way of dust and particles, but dont we also have the same potential with our holographic visuals? in the #16 update video i saw josh turning on and off a target reticle, for all targets in range. couldnt we use that when our visibility gets low?
Re: Nebulae
i know this is an old post, but i was reading through the whole thing and wanted to throw my opinion out there.DWMagus wrote:You know Sly, that's something that I don't know if it's taken into consideration.
If a nebula is just extra dust particles, it only effectively harms the player, as the AI doesn't have a concept of dust or visibility when dealing with their scanners. I know Josh mentioned that he was working with scanners, but I wonder if there is a connection yet between the scanners/visibility and what you actually see.
i know the npc doesnt have a concept of visibiliity in the way of dust and particles, but dont we also have the same potential with our holographic visuals? in the #16 update video i saw josh turning on and off a target reticle, for all targets in range. couldnt we use that when our visibility gets low?
"C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do, it blows away your whole leg."
- Bjarne Stroustrup
"A mathematician is a device for turning coffee into theorems."
- Paul Erdos (1913-1996)
- Bjarne Stroustrup
"A mathematician is a device for turning coffee into theorems."
- Paul Erdos (1913-1996)
Post
Sat May 31, 2014 1:48 pm
#13
Re: Nebulae
i really hope that nebulas obscure sensor reads, else they would really ony harm the playerDWMagus wrote: If a nebula is just extra dust particles, it only effectively harms the player, as the AI doesn't have a concept of dust or visibility when dealing with their scanners. I know Josh mentioned that he was working with scanners, but I wonder if there is a connection yet between the scanners/visibility and what you actually see.
Post
Sun Jun 01, 2014 2:52 am
#14
Re: Nebulae
Yes pleaseCornflakes_91 wrote: i really hope that nebulas obscure sensor reads, else they would really ony harm the player
Post
Sun Jun 01, 2014 10:45 am
#15
Re: Nebulae
How dense should nebulae be, both visually and to sensors?
Should LT include nebulae that -- assuming this is technically feasible -- are so visually dense that you can barely see past your cockpit?
What about being so dense that sensors can't get stable readings (and constant lock-ons) beyond 200-300 meters or so?
Assuming it's not common, would that be an occasionally interesting kind of fun for most people, supporting different tactics as well as stealth play? Or would most players find it annoying to be in a location that interrupts normal play?
Should LT include nebulae that -- assuming this is technically feasible -- are so visually dense that you can barely see past your cockpit?
What about being so dense that sensors can't get stable readings (and constant lock-ons) beyond 200-300 meters or so?
Assuming it's not common, would that be an occasionally interesting kind of fun for most people, supporting different tactics as well as stealth play? Or would most players find it annoying to be in a location that interrupts normal play?