Sorry Hyperion, I kinda feel the need to dispute this! :-p
Extremely encouraging update, though, Josh - although I don't understand why you wouldn't have your physics code in C, rather than Lua?
Sorry Hyperion, I kinda feel the need to dispute this! :-p
All the Red Dwarf fans just escalated that to Planet Pool :)
Seems like Josh is close to implementing his most favourite gameplay feature for testing, maybe even for multiplayer enjoyment!JoshParnell wrote:Just for kicks [...] throw asteroids around in the same star system.
Please don't get any weird ideas Josh...JoshParnell wrote:In previous demos I've been shooting asteroids.
But in this demo I'm gonna make other people do [the shooting].
[...]
Why would you want to attack an asteroid? I'm not sure, but you know, one of the key elements to limit theory is freedom.
Eeeeeeeexcellent.JoshParnell wrote: ↑Thu Aug 31, 2017 10:29 pmWell, the problem with orbital mechanics / moving stellar bodies has always been about the collision detection side of the physics engine. It takes a hell of a broadphase structure to be able to handle moving objects that differ in scale factor by 6+ orders of magnitude without dying a fiery death. So I would say that's a different technical problem entirely. But I do think it's one that our broadphase structures will be able to handle in some way or another!Hyperion wrote: ↑Thu Aug 31, 2017 9:52 pmOkay, fair enough that not every asteroid is fully dynamic, but does this mean orbital mechanics for planets and stations and zones of asteroids as a whole is now possible? Even if interpolated at LOD? Adding it for every asteroid might not add much, besides being able to lob asteroids at the enemy like a catapult! but having a system where the planets fly around in different orbits around a star, the planets have moons and the moons have orbiting stations? that WOULD add a lot.
You know, in the very early gameplay demo series (1-5) had some awesome designs which looked really good, and were in my opinion the best designs we've seen generated by the LT engine. Josh, if you still have that algorithm, do you think you could re-implement that code to get ships looking really good again? I think with the additional shaders/texturing/lighting they will look very good now.erf wrote: ↑Fri Sep 01, 2017 2:06 amAwesome update - it seem things are really coming together.
Also the nebulas looks beautiful. I think it's a good idea to work on the under-the-hood stuff, but If i may suggest something to improve on the graphics side, i think the asteroids could have better lighting / shadows, also the ships looks kind of square and bulky - compared to say Elite Dangerous.
Anyways, keep up the great work.
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