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Work in Progress / StarScape One

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Brick Break
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Posted: 30th Jul 2009 21:12
Well, there is a little friction in space, as there is some matter, even if it's not significant. Trust me, though. You need some friction so the player doesn't end up floating endlessly off into space.

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Latch, Lee Bamber, TDK, TheComet
Thanks for the help!
Serial Velocity
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Posted: 30th Jul 2009 22:28 Edited at: 30th Jul 2009 22:36
There is no friction in space whatsoever, the density of space is nowhere near enough to slow you down, even in millimeters. For example, spacecrafts like Voyager 1 and 2 switched off their engines long ago and are current drifing further and further away from the solar system, with no apparent slowdown.

Phosphoer
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Posted: 31st Jul 2009 00:06
Quote: " You need some friction so the player doesn't end up floating endlessly off into space."


I disagree, the player just needs to learn how to fly in a realistic environment. Several spaces sims, such as Starshatter have done this, and it worked beautifully.

I definitely support having a frictionless newtonian model, rather than a more arcade-like model. However, you may want to have an option to play with friction if the player so desired.

Brick Break
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Posted: 31st Jul 2009 01:49
What happens when you go through an asteroid field or go through a gas cloud or enter a planet's atmosphere? There has to be friction somewhere, and throughout the universe there should be a tiny little bit of friction just to make it realistic. Sure, you should be able to drift for about 300 miles before you slow down much, but there has to be something. It's not like there's no matter in the universe.

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Latch, Lee Bamber, TDK, TheComet
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tha_rami
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Posted: 31st Jul 2009 04:25
I say go with no friction. You shouldn't always cater for the player if that happens to collide with your design. I'm certain many players wished Doom 3 to have more light.


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lucifer 1101
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Posted: 31st Jul 2009 04:38
The no friction idea can present problems for players, you do want to cater for them to some degree, in another game i used to play there was an anchore function which would stop them at that spot and keep them there using the ships different thrusters, maybe you could do something like that, build it as part of the guidence systems...

tha_rami
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Posted: 31st Jul 2009 05:03
No friction does not mean you cannot break. It just means you will be able to pull some awesome moves at the cost of some direct controllability.


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Phosphoer
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Posted: 31st Jul 2009 12:22 Edited at: 31st Jul 2009 12:23
Quote: "It just means you will be able to pull some awesome moves at the cost of some direct controllability."


Mm like orbiting attacks ^^. Love that one.

Quote: "What happens when you go through an asteroid field or go through a gas cloud or enter a planet's atmosphere?"


Obviously if you hit an asteroid, you'll be slowed down significantly. :p Entering a planet's atmosphere really has nothing to do with the discussion, as you are then no longer in space..

Quote: "Sure, you should be able to drift for about 300 miles before you slow down much, but there has to be something. It's not like there's no matter in the universe."


Whatever friction is caused by the very small and few particles in space, is negligible. Hence the reason why the voyager 1 and 2 haven't come to a stop or really even slowed down during all these years, as Serial mentioned. I think that if it would take many years to see any kind of effect from friction, there is no point in including it in the game. Do you really think anyone is going to keep the program running that long? Also, 300 miles is an absolutely minuscule distance in space.

tha_rami
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Posted: 1st Aug 2009 02:20
You'll bump into an occasional molecule of space-debris or something. Besides that, there's nothing. Not even something to give nothing a color.


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gamerboots
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Posted: 3rd Aug 2009 01:39
Looks very nice. I would be happy to test this for you.

Regards
Gamerboots~
KISTech
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Posted: 3rd Aug 2009 03:24 Edited at: 3rd Aug 2009 03:24
Here's an interesting article.

The Pioneer probes leaving our solar system are slowing, and nobody knows why..

http://www.guardian.co.uk/science/2004/sep/12/spaceexploration.research

Serial Velocity
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Posted: 3rd Aug 2009 12:08
That article is interesting, thanks KISTech. I think its Dark Matter slowing them down

Serial Velocity
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Posted: 4th Aug 2009 16:10 Edited at: 4th Aug 2009 17:17
As the Combat Prototype is drawing close to completion, I wanted to show you guys a little teaser of some of the new features and the 3 different stages (battle grounds or whatever you want to call it).

New features include:
- Team based Combat with 2 sides competing for dominance
- Basic Online Multiplayer with DarkNet
- 4 Different control modes (Keyboard, Joystick, and 2 Mouse modes)
- Improved Visuals & FPS
- True Inertia
- and more...

Stage 1 - Arcadia
Arcadia is a small gas giant system with an abundance of asteroids. Its been theorized that the asteroids are the result of an impact between 2 of the main planets moons.


Stage 2 - Minerva
Minerva is a remote planet torn apart by radiation from the planets double sun. The radiation can have a big effect on your ships subsystems so be extra careful in this system.


Stage 3 - The Artificial Rings (or earth)
Back at earth, over the centuries satellites have collected over time in orbit around our home planet. Now it's a graveyard of metal, with remains from the many satellites our ancestors had launched from earth.


The Stage descriptions are only drafts and if they are bad please tell me

C&C is welcome

darkvee
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Posted: 5th Aug 2009 18:18 Edited at: 5th Aug 2009 18:24
This is Vee
Glad to hear the next versions will have enemies in them, and some more stuff to explore.
From what I see its looking better. I see you added satellites, astroids, and some other rings which look awsome!
However I think you have to many satellites.

Keep doing what your doing its finally taking shape, and starting to turn in to a picture than a shape which is really cool.

Also the new features that you talk about which is
team based combat, basic online multiplayer with DarkNet
I want to see this combat you talking about.
I think its nice you added 4 different control modes for the player
this gives the player more flexibility.

You mentioned improved visuals, and fps? I understand the improved visuals which looks awsome , but when you say & fps you meaning more frames per second or what?.
I wish I knew what true inertia meant, but sounds cool.
The more part is a secret or what I can't wait to see more!!!

Well I really like the upgrades, and updates you did i'm looking forward to seeing more in the future.

The project is comming along great I hope your able to keep going when things might look down just remember to keep your head high this is a excellent project your working on just keep the motivation going, and get this piece of artwork game done!.

Vee
pictionaryjr
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Posted: 5th Aug 2009 19:35
Inertia is like when your in a car and you make a turn but your body keeps going in the direction you were going before the turn. In this case I think he's using inertia as say he passing a planet and the gravity pulls him, but he's already moving so fast the gravity doesn't have time to stop the ship and stuff like that. Of course that's just a guess.
JLMoondog
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Posted: 5th Aug 2009 23:40
I'm pretty sure he means he has realistic physics. In space there is next to no friction, so objects in motion stay in motion.

Serial Velocity
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Posted: 6th Aug 2009 12:05 Edited at: 6th Aug 2009 12:06
Josh is right, Inertia is the effect of a frictionless environment in space. So you could flip on your engines and switch them off again and you could travel light years (eventually ).

Dr Tank
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Posted: 6th Aug 2009 18:52
This looks really pretty. I guess there is some sort of drag proportional to velocity in space, because of the expansion of the universe from the big bang- red shift and all that. It'd be pretty neglible though, and anyway i presume your universe isn't expanding.

dark coder
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Posted: 6th Aug 2009 21:27
Quote: "I guess there is some sort of drag proportional to velocity in space, because of the expansion of the universe from the big bang- red shift and all that."


Why would the universe expanding cause drag on objects?

Dr Tank
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Posted: 6th Aug 2009 21:39
Quote: "Why would the universe expanding cause drag on objects?"
Because, relative to your position in the universe, everything else is generally moving away from you at a velocity proportional to their position relative to you.

Lets say that you start at one star, moving away at some velocity towards another star, which is moving away from the star you started at, at velocity proportional to the distance between the stars, the constant of proportionality being the Hubble constant. So when you reach it, your speed relative to this star will be less than your speed relative to your starting point was, the difference in speed being the relative motion of the two stars.

So it's not that there's actually drag on the objects, just that what you would take as a "reference frame", at rest relative to local stars, accelerates.

That wasn't concise, but hopefully makes sense.

KISTech
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Posted: 6th Aug 2009 22:04 Edited at: 6th Aug 2009 22:05
Quote: "
Lets say that you start at one star, moving away at some velocity towards another star, which is moving away from the star you started at, at velocity proportional to the distance between the stars, the constant of proportionality being the Hubble constant. So when you reach it, your speed relative to this star will be less than your speed relative to your starting point was, the difference in speed being the relative motion of the two stars.

So it's not that there's actually drag on the objects, just that what you would take as a "reference frame", at rest relative to local stars, accelerates.
"


Perceived drag..

Serial Velocity
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Posted: 12th Aug 2009 18:28 Edited at: 12th Aug 2009 18:30
UPDATE
I've been completely rewriting the planet and ring shaders from scratch and I've implimented new visuals including atmosphere effects and night lights. Here are a few pictures:

This is the new saturn complete with ring shadows and a blueish atmosphere. I personally think the atmosphere is too bright for a planet like saturn, but whatever


This is the new and possibly final earth, complete with night lights. I posted this shot in the gallery.


Heres an interesting one. Based on the cameras position, the ring shader fades out the parts of the ring you're closest to so it looks like your entering the ring system. Later I plan to expand this so theres little asteroids floating around too.


C&C is welcome!

Asteric
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Posted: 12th Aug 2009 18:40
Looks great man, as usual

Pincho Paxton
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Posted: 12th Aug 2009 18:58
Wow great! How do you texture planets so well? I have a Photoshop plugin, but it's not perfect.

Serial Velocity
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Posted: 12th Aug 2009 20:18 Edited at: 19th Aug 2009 13:08
@Pincho Paxton Well it depends what kind of planet/moon. For earth-like worlds I get the highest res map of earth I can, then I basically crop the continents to the shape I want them to be. For moons I take the base moon texture and use the Clone Stamp tool to move the craters and the black seas (whatever their called), then i modify the lighting slightly. Gas giants are really simple, what I do is really combine the textures of our solar systems gas giants, recolour them and use the clone stamp tool for any other touchups.

Pincho Paxton
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Posted: 13th Aug 2009 00:01 Edited at: 13th Aug 2009 00:01
I have to make alien planets, and it's making the texture wrap around the planet that I struggle with.

Serial Velocity
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Posted: 13th Aug 2009 00:01
You mean making it seamless? or just texturing it?

DyVo
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Posted: 13th Aug 2009 00:22 Edited at: 13th Aug 2009 00:23
so what about the shaders? if the earth spins do the city lights change too? and does that work by basically combining two textures in a shader, and then displaying them on the part you want?
--DyVo--
--Edit--
Looks great, how do you get the spheres so smooth, do you use a lot of rows?
thnks

http://forum.thegamecreators.com/?m=forum_view&t=148821&b=3
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Serial Velocity
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Posted: 13th Aug 2009 00:23 Edited at: 13th Aug 2009 00:27
What it does is calculate the lighting of the base texture then it does the reverse for the night side, then I combine the two.

EDIT - What I use is a basic DBPro sphere primitive (I'll be using a geosphere soon though) with 50 x 50 rows/columns. This is done by doing something like Make Object Sphere oPlanet, Radius, 50, 50

JLMoondog
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Posted: 13th Aug 2009 00:27
Those look extremely good, and I'm jealous! Planets in Eve don't even look that good.

Keep it up!

DyVo
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Posted: 13th Aug 2009 00:51
Ok, cuz if I try to make a 50 x 50 sphere it never gets that smoot, or do i make it too big? because if i get close it loses detail...
thnks
--DyVo--

http://forum.thegamecreators.com/?m=forum_view&t=148821&b=3
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Serial Velocity
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Posted: 13th Aug 2009 00:53
@Josh Mooney Thanks

@DyVo It should look smooth if your at a fair distance from it but as you get quite close you will notice that it isnt smooth anymore. 2 things you can try, 1) change the 50x50 to a higher number like 100x100 and use LOD. 2) Subdivide the triangles of the sphere mesh so it gets more detailed as you get closer.

DyVo
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Posted: 13th Aug 2009 01:40 Edited at: 13th Aug 2009 01:41
so subdividing would mean...

i know this isnt actual code, its just to explain what i'm thinking of
--DyVo--

http://forum.thegamecreators.com/?m=forum_view&t=148821&b=3
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Serial Velocity
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Posted: 13th Aug 2009 01:44 Edited at: 13th Aug 2009 01:47
Not exactly, subdividing is basically when you get close to one of the trianges on the object, that triangle splits into 4 child tris and this process repeats. What you did is use a different LOD level.

An easier way of doing this would be like:



Dr Tank
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Posted: 13th Aug 2009 01:58
The planets look really great. Wouldn't look out of place in a full price game. They look a lot like real images do.

DyVo
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Posted: 13th Aug 2009 02:41
ok and how would the subdivision work, sorry if i ask too much...
--DyVo--
BTW I agree with Dr Tank, the planets look like images from telescopes do.

http://forum.thegamecreators.com/?m=forum_view&t=148821&b=3
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Serial Velocity
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Posted: 13th Aug 2009 12:40 Edited at: 13th Aug 2009 12:41
@Dr Tank Thanks alot, I want to eventually put true atmosphere scattering in there as the current atmosphere effect is kinda faked.

@DyVo To be honest, I'm not really sure how you would do it coding wise, theres an article about it here.

DyVo
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Posted: 13th Aug 2009 17:05 Edited at: 14th Aug 2009 01:44
thank you that was pretty interesting
--DyVo--
--Edit--
If you need somebody to model ships etc I would be interested, just reply and tell me if you like the idea or not

http://forum.thegamecreators.com/?m=forum_view&t=148821&b=3
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zzz
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Posted: 15th Aug 2009 02:44 Edited at: 15th Aug 2009 02:47
Wow! It was a while since I looked at this project, you've come a long way, man! Nice realistic planets, great work!

Serial Velocity
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Posted: 18th Aug 2009 22:09
Thanks for the comments.

Quote: "you've come a long way, man!"

Thanks

Quote: "If you need somebody to model ships etc I would be interested, just reply and tell me if you like the idea or not"

I'm not really in need of ship models at the moment, thanks for the offer.

DyVo
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Posted: 19th Aug 2009 12:52
@ Serial Velocity...
Ok, sure, I'm really looking forward to the demo, I saw a screenshot of the sattelites, are they procedural in a ring or are you just flying in between them?

http://forum.thegamecreators.com/?m=forum_view&t=148821&b=3
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Serial Velocity
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Posted: 19th Aug 2009 12:54
@DyVo The satellites are proceedurally placed and yes their in a basic ring structure as you can fly up and they dissapear, and you can fly down and you fly right through it. However, a nice ring system doesnt appear if you fly far enough from it.

DyVo
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Posted: 19th Aug 2009 15:56
ok, that sounds pretty awesome.
can't wait for the combat demo.

--DyVo--

http://forum.thegamecreators.com/?m=forum_view&t=148821&b=3
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Jade
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Posted: 31st Aug 2009 22:31
dang dude awesome job

"What is it with you and ascending women?" -Dr. Mckay from SGA- ^_^
Gears of War
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Posted: 7th Sep 2009 01:18
Hows it going mate? Any news?

Can you save the crew of LV21?

http://forum.thegamecreators.com/?m=forum_view&t=151512&b=25
Serial Velocity
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Posted: 7th Sep 2009 19:42
Thanks everyone.

Quote: "Hows it going mate? Any news?"

Not much visually but I'm creating a framework for the internal stuff (Planets, Stars etc) so it will be easier to use and it can also be taken and used in another game with much less fuss.

I've also been experimenting more with shaders and volumetric effects; and attempting to eventually get the combat demo out to you guys!

KISTech
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Posted: 7th Sep 2009 20:12
Making me feel like a sloth...

Good stuff. Keep it going.

zeroSlave
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Posted: 9th Sep 2009 18:47
Looks stellar! Can't wait to see a demo!

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Gears of War
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Posted: 3rd Dec 2009 05:58
Hello. I hope that the project is going well. Just thought I'd bump this up from the dark depths of the lower forum

Can you save the crew of LV21?

http://forum.thegamecreators.com/?m=forum_view&t=151512&b=25
Serial Velocity
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Posted: 3rd Dec 2009 18:02 Edited at: 3rd Dec 2009 18:03
Well, I haven't been working on this project lately, mainly because I'm now in a team with Asteric from 3D Chat and a few others working on an FPS, but this project will never die!

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