Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / minimum value for SetViewZoom

Author
Message
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 7th Oct 2014 09:16
I'm trying to write a space flight simulation game using realistic planetary distances. As a result a need to zoom out quite a bit, but AppGameKit seems to cap the zoom to 0.001, is there any reason for this?

baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 7th Oct 2014 10:40
I personally had a few issues zooming out over a certain value. For example 3D just stopped rendering at one point. Perhaps TGC introduced this cap to stop this bug from happening?
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 7th Oct 2014 13:20
hmm, as workaround you can scale sprites and scale position from
original pos.
also i think u need a unit 1.0=1000.0 km or something

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 7th Oct 2014 13:47
Ah well, I'll just have to work around it.

I'm using a scale of 1px = 1000 km but I'm also having to fudge the physics as floats are not precise enough to model real orbits.

Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 7th Oct 2014 13:53
i know from someone, planets rotate by formula.
i believe its same a electric oscillating circuit.
u have some input values and get output values.
means u do not need physics.

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265
Ched80
14
Years of Service
User Offline
Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 7th Oct 2014 14:19
I understand that and I'm applying the Keplarian equations to the planets and moons, but the player's spacecraft can change its velocity when the player fires the thrusters and this changes the orbit. I do need some simple physics for this.

I can calculate the new orbit based on position and velocity vectors, but I was hoping I could cheat and just time step the orbit based on the current velocity vector. My fudge is to implement the complicated orbit calculation and reposition the player based on this.

Login to post a reply

Server time is: 2024-11-25 10:32:48
Your offset time is: 2024-11-25 10:32:48