IrTrek - not really a project but may turn into one
IrTrek - not really a project but may turn into one
First of all, hello and
#include <newirrlichtuser>
I just started to get into c++ programming as a hobby and i decided a
crash course was the way to go, so i downloaded visual 2005 and the
irrlicht engine, plus blender and this is what i have come up with so far.
I wasn't shure if i was going to make a post about anything i did with it but
the screen looked promising. I wanted to try a space simulator for playing
around with, like the old style simulators way back before 3D cards when
the polys would be just greyscale and not texured.
As the title mentioned its not an official project by any means, just a crash
course in learning c++, but i do hope to get it along much further than
what it does now, which is pretty much nothing... once i get some sort
of game style working with it and make a few more models it might not
be a bad simulator to play around with. what i am hoping is that it will
help me learn more about 3D math and what it takes to make some sort
of minor game.
I'll post more stuff on it as i progress.
currently it uses Irrlicht, IrrKlang, and blender for the models. im trying to
get as low poly as i can, this current ship is around 2100 polys @ 800fps
average in debug, but then again.. there's no real meat in the program
to bring the fps down yet.. but there will be soon.
#include <newirrlichtuser>
I just started to get into c++ programming as a hobby and i decided a
crash course was the way to go, so i downloaded visual 2005 and the
irrlicht engine, plus blender and this is what i have come up with so far.
I wasn't shure if i was going to make a post about anything i did with it but
the screen looked promising. I wanted to try a space simulator for playing
around with, like the old style simulators way back before 3D cards when
the polys would be just greyscale and not texured.
As the title mentioned its not an official project by any means, just a crash
course in learning c++, but i do hope to get it along much further than
what it does now, which is pretty much nothing... once i get some sort
of game style working with it and make a few more models it might not
be a bad simulator to play around with. what i am hoping is that it will
help me learn more about 3D math and what it takes to make some sort
of minor game.
I'll post more stuff on it as i progress.
currently it uses Irrlicht, IrrKlang, and blender for the models. im trying to
get as low poly as i can, this current ship is around 2100 polys @ 800fps
average in debug, but then again.. there's no real meat in the program
to bring the fps down yet.. but there will be soon.
thanks for the replys, the ship is in the style of a constituion/refit that i once
saw in some movie's that were based on some show from the late 60's..
it rymed with "bar trick".. or something.. and since im not officially creating
a simulation of those movies/shows, but instead an interpretation of that
genre. i'll say thats my story and im sticking to it...
but today ive hit a snag.. cant get my event receiver to give any info back
on the mouse wheel.. it reads all the mouse button states including the wheel
button.. just not the wheel.. *sigh* so im gonna spend some time today
searching the forums for some answers about it and testing. i have the idea
to use a 3d chase camera for every object in the simulation (except planets)
so for instance if you fired off a torpedo(s) you can call the function to set the
chase cam on it or any of them as they fly off to blow up whatever they were
targeted at, like torpedo's in the submarine simulations. the same function is
used to set the chase cam on the players ship or any ship, debris ect.. but
i cant get the zooming done yet til i figure out why the wheel doesnt work..
saw in some movie's that were based on some show from the late 60's..
it rymed with "bar trick".. or something.. and since im not officially creating
a simulation of those movies/shows, but instead an interpretation of that
genre. i'll say thats my story and im sticking to it...
but today ive hit a snag.. cant get my event receiver to give any info back
on the mouse wheel.. it reads all the mouse button states including the wheel
button.. just not the wheel.. *sigh* so im gonna spend some time today
searching the forums for some answers about it and testing. i have the idea
to use a 3d chase camera for every object in the simulation (except planets)
so for instance if you fired off a torpedo(s) you can call the function to set the
chase cam on it or any of them as they fly off to blow up whatever they were
targeted at, like torpedo's in the submarine simulations. the same function is
used to set the chase cam on the players ship or any ship, debris ect.. but
i cant get the zooming done yet til i figure out why the wheel doesnt work..
Screenshot looks great, and good luck with the project, but why not call it IrrTrek?
Here is some code that might help with the mouse wheel:
Here is some code that might help with the mouse wheel:
Code: Select all
if (event.EventType == EET_MOUSE_INPUT_EVENT &&
event.MouseInput.Event == EMIE_MOUSE_WHEEL)
{
// will output 1 if the mouse wheel is moved up
// -1 if the mouse wheel is moved down
std::cout << event.MouseInput.Wheel << std::endl;
}
@Anteater
it does actually.. im using 2 refits for now since im not done the next ship
which is a reliant style from wrath of kahn, close to 60% done on that one,
then comes the excelsior which im dying to make since its the best starship
startrek ever had.. then enemy ships.
basicly the idea is like that trek text game where you goto quadrants and
just clear them of enemy ships, but you will start out on a low class ship
and after so much enemy tonnage destroyed you get promoted and receive
a larger/better ship ending up with the excelsior. same on the enemy side,
you can play as either side.
i can see fragment shaders doing some excellent cloaking effects when i
get to that point.
it does actually.. im using 2 refits for now since im not done the next ship
which is a reliant style from wrath of kahn, close to 60% done on that one,
then comes the excelsior which im dying to make since its the best starship
startrek ever had.. then enemy ships.
basicly the idea is like that trek text game where you goto quadrants and
just clear them of enemy ships, but you will start out on a low class ship
and after so much enemy tonnage destroyed you get promoted and receive
a larger/better ship ending up with the excelsior. same on the enemy side,
you can play as either side.
i can see fragment shaders doing some excellent cloaking effects when i
get to that point.
well thats not true you could use the +/- keys.rayban wrote:but
i cant get the zooming done yet til i figure out why the wheel doesnt work..
nice work for a c++ noob... farther then i have gotten in 2 years.
btw HOLY CRAP you guys are nerdy. I know starwars inside and out but to remember a specific scene from a specific movie they made 6 or more of is just silly. somebody needs to get laid here and its not just me.
I think this would be extreamly fun to play one of the coolest star trek, space, game, games I ever played was commander...er something very simular to the one described.
anyone know how the startrek copyright works? might be useful..... duh.
and uh.. oh yeah for a bit of realism on the photon torpedo watch a movie they spin and pulsate a bit...low poly, low res app... should allow for some highly advanced effects like that.
try a 24 poly billboard (12 squares for detail) with high lighting effects done like a model and pulsate the scale as it moves while rotating in a random direction. that should do it nicely.
You think THAT'S geeky? Check this out:btw HOLY CRAP you guys are nerdy. I know starwars inside and out but to remember a specific scene from a specific movie they made 6 or more of is just silly.
The Enterprise/ Enterprise-A refit is a constitution class ship.
The Reliant is a Miranda class ship.
The ship Kirk, Spock, Sulu, and the rest go back in time to save the whales is a Klingon Bird of Prey with a converted bridge and rebuilt computer system.
The Enterprise-B (The one from ST:Generations) is an Excelsior class ship.
The Enterprise-D (From TNG) is a Galaxy class ship.
The Enterprise-E (From First Contact and some others) is a Sovereign class ship.
The Voyager is an Intrepid class ship.
Captain Kirk is the only starfleet officer to beat the no-win training scenario.
Khan was a prince during WWIII in the 1990's.
Khan wanted the Genesis Device so he could rule a planet.
Khan is really Ricardo Montalban
Kirk climbs Mon Capitan "because it's there", then drops in for dinner.
Spock has an non-logical brother.
Tribbles make great pets.
Mr. Spock doesn't think life is a dream.
Scotty likes Ohura.
The phasers of the Enterprise-A are made more powerful by using energy from the warp drive (That's a real geeky one)
General Chang read Shakespear in original Klingon, but says it in English.
Kirk and Spock once had to pretend to be 30's gangsters.
7 of 9 is a borg.
ST: The Motion Picture was waaay too long.
Resistance is futile. Lower your shields. Drop your weapons. We are the borg.
In an alternate universe, Sulu likes Ohura and Mr. Spock has a mustache.
First rule of murder: Assassinate the assassins.
Saavic was completly forgotton about in ST V/VI.
William Shatner directed The Final Frontier.
Leonard Nemoy directed Search for Spock/Voyage Home.
The Enterprise was originally commanded by Captain Pike.
Picard was an officer on the USS Stargazer.
Wormholes makes things go in slow motion.
V'GER is just a smart version of a Voyager probe.
G. Goldsmith did the famous ST: TMP/TNG Theme, but James Horner's STII: TWOK theme is better.
Spock can use your mind as a backup hard drive in case he needs to sacrifice himself to save the ship from Khan.
Kirk-SAYS-things-LIKE-THIS!!!!
It's the 23rd century but computer readouts are done in wireframe.
Lots of plot holes are in Generations.
SPOILERS BELOW!
Kirk dies.
END SPOILERS!
Humor is a difficult concept. It is not logical.
Space... the final frontier...
I've never trusted Klingons... and I never will. I can never forgive them...
Now that was geeky.
actually, the torpedo does have some animation to it, here's a rather
crummy screen captured vid that where i slowed the torpedo's speed,
and just for fun i tossed in an explosion off in the distance that is meant to
be triggered where the torpedo hits its targeted range
http://rapidshare.com/files/6249063/torp1test.avi.html
it uses a newer billboard animation for the torpedo flare that i made in
blender. im just so amazed at what blender can do.
crummy screen captured vid that where i slowed the torpedo's speed,
and just for fun i tossed in an explosion off in the distance that is meant to
be triggered where the torpedo hits its targeted range
http://rapidshare.com/files/6249063/torp1test.avi.html
it uses a newer billboard animation for the torpedo flare that i made in
blender. im just so amazed at what blender can do.
last update for a few days while i try and figure out how to plot the torpedos,
here's 2 finished ships that will be in the simulation, the refit and a scout.
the scout is the 1st ship a player gets, after a promotion comes the miranda
class, and then the refit and finally the excelsior class.
both the miranda and excelsior styles are still under construction at the
utopia-mycomputer-necia yards.. ( lame pun that trek fans will get.. )
here's another showing the size of a torpedo compared to the refit, also
is the size of a travel pod which may find its way into the simulation.. maybe
for target practice... i dunno yet.
and now im off to read up on sub torpedo solutions, something to do with
angle off my bow, range to target, speed and course of target and.. *POP*
*POP*... *POP*...
there go my braincells.. this is gonna take a few days...
here's 2 finished ships that will be in the simulation, the refit and a scout.
the scout is the 1st ship a player gets, after a promotion comes the miranda
class, and then the refit and finally the excelsior class.
both the miranda and excelsior styles are still under construction at the
utopia-mycomputer-necia yards.. ( lame pun that trek fans will get.. )
here's another showing the size of a torpedo compared to the refit, also
is the size of a travel pod which may find its way into the simulation.. maybe
for target practice... i dunno yet.
and now im off to read up on sub torpedo solutions, something to do with
angle off my bow, range to target, speed and course of target and.. *POP*
*POP*... *POP*...
there go my braincells.. this is gonna take a few days...
Last edited by rayban on Wed Dec 06, 2006 8:53 am, edited 1 time in total.