Space Flight Demo 1.02 out!

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arras
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Joined: Mon Apr 05, 2004 8:35 am
Location: Slovakia
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Space Flight Demo 1.02 out!

Post by arras »

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.
jox
Bug Slayer
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Post by jox »

Nice!

Runs at ~80 fps in DX9, but only 21 at OpenGL. (1024x768)

I like the star dust. Nice effect.

If you press and hold the F1 key you get kind of like a third person camera effect.
bal
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Location: Geluwe, Belgium

Post by bal »

DX9: ~130FPS (1024*768)
OpenGL: ~34FPS (1024*768)

Nice :).
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arras
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Post by arras »

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.
arras
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Post by arras »

thanks bal ...I wonder what can make such a diference between DX and OGL???
Can it be in EMT_TRANSPARENT_ADD_COLOR?
Tech^salvager
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Joined: Sat Sep 18, 2004 11:53 pm
Location: Portland, Texas, USA

Post by Tech^salvager »

Real Nice arras
Good Job
jikbar
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Post by jikbar »

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
arras
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Post by arras »

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):

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
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)
Ronin
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Location: Germany

Post by Ronin »

Very nice!!

FPS on Athlon 1600+, 512MB, Directx 8.1, 1024x768: 93fps

Shooting those AI ships would be fun. :)
arras
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Post by arras »

:) that what they are there for.
Midnight
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Location: Wonderland

Now that I see it's here..

Post by Midnight »

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
arras
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Post by arras »

Midnight >> thanks, do you already have some demo of your project? I would be interesting to look at it ;)
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