Hi, Im working currently on one of those "space games", and hacked together a small demo setup.
The demo is mainly to test some basic properties of the game, in this case if 10000 asteroids (static entities) are to much, or the engine still handles it.
I use Unity for this project, as its a nice engine. (And implementing all this by mysef would take way too long, and take way too much energy)
So what I would like you to test is, if the FPS can keep at 60, or if there are any major slowdowns.
(in the small render windows / or fullscreen)
Also if the engine sound is playing.
There is not much more than flying around asteroids currently. (and maybe one or two little Easter-eggs if you like exploring)
Models and materials are placeholders, and I have turned off any fancy post-processing. (only shadows and a lonely lensflare)
The controls are mapped in a way, that the cursor is always visible for the (not yet implemented) menu.
The reason is that its going to be a more slow moving game, with tactical more choices, and not an arcade shooter.
(in short: L-MB,R-MB,W,S,Wheel)
look: To freely turn the view around the ship, use the left mousebutton and drag.
turn: To change the stearing, use the right mousebutton. The ship will turn towards the last position you have turned to with the right mouse button.
speed: Accelerate with "W" and decelerate with "S". The speed is capped at 100 m/s currently.
zoom: The scrollwheel will change the zoom.
(btw: you dont need to install anything, it runs directly in the browser.)
So when you notice any hiccups or it doesn't run, please tell me your browser version.
And here we go:
edit: a new version with postprocessing, and additional RCS movement (using A,D,R,Q), 2000 asteroids
spaceclutter RCS demo
(old spaceclutter demo, 10 MB)
spaceclutter demo
And the visuals:
here a version with just 1000 asteroids:
spaceclutter2 demo
and here that twitter thing https://twitter.com/TheDamocles
Post
Thu Jan 18, 2018 2:21 pm
#1
10000 Asteroids Testlevel (WebGL)
Last edited by Damocles on Sun Jan 21, 2018 1:47 pm, edited 6 times in total.