Space Flight Demo 1.02 out!
Space Flight Demo 1.02 out!
Looks like summer is finaly over and I have more time for coding. And here is result:
Demo 1.02. You can download it on my site:
http://members.lycos.co.uk/arras1
If you will find time downloading (2.4Mb) it and testing I will be happy to hear your comments and would be interested hove many FPS you can get under diferent drivers/screen resolutions.
To me OpenGL looks to be much slower than DirectX.
Whats new:
Very simple setup screen added at the beginning of application.
Changed background texture and sky sphere UV map to get nicer background.
Some colorful nebulas and planets were removed temporarily.
Timer integrated in to the project.
Movement and rotation of objects is no more FPS dependant.
Objects should move and rotate at the same speed on any system now.
Space is no more empty, some star dust and debris are flying around
in a form of endless star dust field.
Simple autopilot following fixed navpoints added. Autopilot change direction
of your ship and switch between navpoints but have no control over speed so
player have to set it manually.
Two other ships are flying at low speed around. They are controlled by simple AI identical to autopilot in player controlled ship.
AI calculate angle between ship and target (navpoint) and turn ship in to
the target direction. This is done relative to ship current rotation.
When target is reached, AI switch to next navpoint.
What gona be done next:
As you noticed probably, flight model is simplified and I want to revrite it to look more like real one. As you might imagine, to fly in space is not the same as to flight in Earth atmosphere. I wan to get something similar to Elite.
Collision detection.
Better AI.
I'll plan to make new nicer ship model to replace old one.
Demo 1.02. You can download it on my site:
http://members.lycos.co.uk/arras1
If you will find time downloading (2.4Mb) it and testing I will be happy to hear your comments and would be interested hove many FPS you can get under diferent drivers/screen resolutions.
To me OpenGL looks to be much slower than DirectX.
Whats new:
Very simple setup screen added at the beginning of application.
Changed background texture and sky sphere UV map to get nicer background.
Some colorful nebulas and planets were removed temporarily.
Timer integrated in to the project.
Movement and rotation of objects is no more FPS dependant.
Objects should move and rotate at the same speed on any system now.
Space is no more empty, some star dust and debris are flying around
in a form of endless star dust field.
Simple autopilot following fixed navpoints added. Autopilot change direction
of your ship and switch between navpoints but have no control over speed so
player have to set it manually.
Two other ships are flying at low speed around. They are controlled by simple AI identical to autopilot in player controlled ship.
AI calculate angle between ship and target (navpoint) and turn ship in to
the target direction. This is done relative to ship current rotation.
When target is reached, AI switch to next navpoint.
What gona be done next:
As you noticed probably, flight model is simplified and I want to revrite it to look more like real one. As you might imagine, to fly in space is not the same as to flight in Earth atmosphere. I wan to get something similar to Elite.
Collision detection.
Better AI.
I'll plan to make new nicer ship model to replace old one.
thanks jox, glad that you like it. That star dust field took me quit a lot of time to get it work right. Its wraping and shifting around camera position so basicly you see always the same pieces fliing around you.
Bye the way you were helping me with defining 3D array a lot, whithout it, field would be of fixed size. Like this I can pass its size as a parameter in to the class when created.
Bye the way you were helping me with defining 3D array a lot, whithout it, field would be of fixed size. Like this I can pass its size as a parameter in to the class when created.
-
- Posts: 32
- Joined: Sat Sep 18, 2004 11:53 pm
- Location: Portland, Texas, USA
nice, love the engine effects
runs a bit slow on my system. DirectX8 13 fps, Opengl 3 fps, DirectX 9 crashes, both at 640 x 480 resolution. Pentium 3, 450 MHtz, windows98, ATI radeon 9200, latest Catalyst drivers, 128 MB ram
id like to see the code for stopping the ship, id really like to use it in my game
runs a bit slow on my system. DirectX8 13 fps, Opengl 3 fps, DirectX 9 crashes, both at 640 x 480 resolution. Pentium 3, 450 MHtz, windows98, ATI radeon 9200, latest Catalyst drivers, 128 MB ram
id like to see the code for stopping the ship, id really like to use it in my game
thanks,
jikbar>> hmm, thats quit slow for such a hardware configuration, realy strange. I will try to test it under Win98 on may computer at home, but operating system should not make such a diference.
here is code for stoping (and accelerating): Where speed is actual speed, destspeed is destination speed set by player (0 for stop), acceleration is maximal acceleration as name sugest and looptime is time pased between loops (ensures that speed is not FPS dependant)
jikbar>> hmm, thats quit slow for such a hardware configuration, realy strange. I will try to test it under Win98 on may computer at home, but operating system should not make such a diference.
here is code for stoping (and accelerating):
Code: Select all
//accelerate
if(speed < destspeed)
{
speed += (acceleration*looptime);
if(speed > destspeed)speed = destspeed; //in case speed passed destspeed
}
//deccelerate
if(speed > destspeed)
{
speed -= (acceleration*looptime);
if(speed < destspeed)speed = destspeed;
}
if(speed != 0.0)
move(speed*looptime); //move ship
Now that I see it's here..
very nice and you have the stardust thing I wanted I'll have to bug you about that one lol
It's shaping up to be a real space game and it seems your project is leaning in the same direction as mine with the atmospheric flight dynamics thingy.
Pentium 4 2400, 512mb ram, gforce mx 440 128mb, directx 9, 100FPS
1024x768
It's shaping up to be a real space game and it seems your project is leaning in the same direction as mine with the atmospheric flight dynamics thingy.
Pentium 4 2400, 512mb ram, gforce mx 440 128mb, directx 9, 100FPS
1024x768