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Program Announcements / Planet Simulator, Great Complete Engine, esp OPEN SOURCE! Must See. Fully MODULE BASED!

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TheNVS
22
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Joined: 25th Oct 2002
Location: United States
Posted: 28th Apr 2006 03:47 Edited at: 26th Mar 2007 20:26
Hello everyone.
I've spent several years on coding and finally finished a good one; this code was derived from other long-term projects.
Since the community has given quite a lot, I'm obligated to give back and relieve this duty.
Like many others, give credit where it's due.

What the program does:
it takes you to a menu of planets to choose from, animated and music illuminated.
This program allows more planets to be created, as there are guidelines there to do so.
Then it loads the planets from the folder and allows you to view the planet from the ground. I know, clouds are not usually in Pluto, but that is just a "simulating" feature to play around with in the program.

To Make New Planets
Module based planet loader: to make new planets, make a new folder with modified pictures and models in the planets folder.
Each planet folder has a file that contains the planet's settings like light, distance, size. Look for this file and change the settings according to the comments in the same file.

Lightnings strike from clouds, with flash and visual lightning-strikes.
The lightning sound is volumetric. This means that you see the flash and then hear the altered (volume and frequency) sound based on the distance. Many sounds have been loaded to create a variant lightning sound because different sound frequencies are played at the same time. A light also flashes where the lightning strikes.

The Rocks and trees follow you: if they are too far behind you, they get placed in front; this speeds up loading time. Plus don't try to chase after clouds.







Any suggestions or comments, please email me at nvsvictor@gmail.com
If you really like it, show some support and donate any amount via Paypal: nvsvictor@gmail.com
Thanks in advance.

Enjoy!

PS: Put someone's face as a texture for the trees or the planet, it's really really funny!

Life's tough.

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The end is near
19
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Joined: 19th Jun 2005
Location: USA
Posted: 28th Apr 2006 05:58 Edited at: 28th Apr 2006 06:28
wow
but could you add city and stuff, not trying to get your hopes down.
but VERY COOL!!!
this definently has potential!

stargate sg-1 the one show that never gets old

Duffer
21
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Location: chair
Posted: 28th Apr 2006 15:41
looks good - will mark this thread

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Philip
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Location: United Kingdom
Posted: 29th Apr 2006 13:55
How are you creating the planets? Procedurally or pre-loaded?

Cheer if you like bears! Cheer if you like jam sandwiches!
Quote of the week: "I highly recommend Philip's Vector Tutorials" (RiiDii)
TheNVS
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Location: United States
Posted: 29th Apr 2006 17:13 Edited at: 26th Mar 2007 20:23
Thanks guys for your comments.
As for the city, that may be nice. I imagine a more realistic sun rise and sunset and cloud system though. I plan to make it into a flying game destroying SAMs and market it somehow.

The planets are created procedurally: load sphere and texture it, except the texture maps may need some spherical mapping editing done outside. But taking a rectangular part of a planet's texture seems to do just fine, just edit it to be seamless. I used Photoshop to do that.

One thing I'd like to point out that is subtle but important is the Time Regulator coding. It is a multiplier that slows down or speeds up the speed of objects and the game's time (like how fast the earth rotates) based on how fast the computer is. So what you see on all computers is a same speed. It's just that on the slow computer, you see lots of skipping to catch up with the proper speed as the computer is not fast enough to draw the in between frames in time.
I have an example if you want to see it. I tried to explain how this works in the commentary.

If anyone has any more questions, look at the coding's commentary.
However, I'd be happy to answer more questions.

Cheers.

Life's tough.
TheNVS
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Location: United States
Posted: 29th Apr 2006 17:16
I'd like to make it clear that when donating, use Paypal.
Cheers.

Life's tough.
The end is near
19
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Joined: 19th Jun 2005
Location: USA
Posted: 3rd May 2006 05:35
heres a simple but powerful city maker, if you use a variation of this,
plz mention me.

stargate sg-1 the one show that never gets old

TheNVS
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Location: United States
Posted: 4th May 2006 01:52
Hey digital dude RELOADED,
can you post the location of the city maker?
Yeah, I'll mention you.
I'm going to be more available to program again after this week. I have plans to turn it into a game. Perhaps we can work together on this one.

Life's tough.
The end is near
19
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Location: USA
Posted: 4th May 2006 04:31 Edited at: 4th May 2006 05:25
hmm, i thought the code was there...

id be glad to work with you on this one!
still working on the city editor.. should have a more advanced one by saturday.

Digital dude R

stargate sg-1 the one show that never gets old

TheNVS
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Location: United States
Posted: 4th May 2006 23:25
Hey Digital dude R,
may I get your AIM or YIM (yahoo) address so we can talk about our little plans in detail? Or e-mail me so I can get your address: nvs_victor@yahoo.com.
Anyone else wanting to work on this one, please e-mail me.
NVS

Life's tough.
The end is near
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Posted: 5th May 2006 00:26 Edited at: 5th May 2006 01:20
srry dude, i dont chat with that stuff. only forums.

stargate sg-1 the one show that never gets old

TheNVS
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Posted: 5th May 2006 01:38
digital, but we do need to speak more interactively if we're going to do this more quickly. I mean, if I ask that a code properly ran on your computer and have to wait a day for a reply, it is like sending snail mail back and forth just for simple messages.

Nice web page BTW.

Life's tough.
The end is near
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Posted: 5th May 2006 03:32 Edited at: 5th May 2006 03:34
srry,i was [cough]without my laptop, (vacation)[/cough]. i was making those last posts from my psp(which isnt the easiest thing in the world.)
wont happen again.
my email is: fromplanetheaven@yahoo.com

stargate sg-1 the one show that never gets old

TheNVS
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Posted: 12th May 2006 05:06
So, has anyone found the code useful? Any suggestions?

Life's tough.
Atreides
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Location: Switzerland (but NOT on a mountain !)
Posted: 19th May 2006 00:30
Hmm.. I read the description. It looks similar to what I intended to do in a near future
I look at that tomorrow - I'm too tired now ^^

The sleeper must awaken !
TheNVS
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Location: United States
Posted: 19th Jul 2006 16:56 Edited at: 19th Jul 2006 17:28
It's been a long time. I just came back from the middle east, it's tough there.
Anyways, I wanted to post up a feature called Time Regulator. I don't know if others posted this idea up but I'd do it anyways.
I found it very useful and believe that every game and multiplayer games should have it.

What it does: It speeds up the application's game-time speed if the computer is running through the script too slow. And it slows it to a proper speed if the computer is syncing way too fast.
For example, if a person wanted to see the textures on a rotating cube rotating, on a super fast computer, the computer would run through the script way too fast and make the textures not viewable. With the time regulator, it slows it down to the speed originally intended by the programmer.
Plus any slow computers on a multiplayer game will reduce incredible lag by keeping the in-game time at the same speed as intended, vice-versa with the fast computers, thus reducing the discrepancy between the computers.

Here's a demo with the codes, it's simple to implement.
I hope you guys find it useful and tell me if someone else posted this idea up already.
BTW, the Planet Simulator has it already.

Life's tough.

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X Trade
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Joined: 19th Feb 2004
Location: near bristol, UK
Posted: 20th Jul 2006 03:47
does the software have seamless orbit-to-surface movement? i.e. does it go straight from orbit to surface without having to wait to load inbetween? and can you go anywhere on the planet surface? that would be great.

also, where can we get the planet simuulator & code?

p.s. the time regulator is indeed very useful.. even if you are only running at real-time - i often use a similar system in my engine.. if it is what i think it is (you get the time passed for each loop, right?)

www.AoFP.co.uk
Zotoaster
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Location: Scotland
Posted: 20th Jul 2006 04:46
Isn't it called Timer based movement?


@TheNVS
Your game looks really nice. Well done man.

TheNVS
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Posted: 22nd Jul 2006 03:06 Edited at: 22nd Jul 2006 03:11
@X Trade
Orbit-surface: No, sorry, it's a snap from orbit to viewing. It displays loading during that time; lots of stuff to load before viewing. Maybe you can do it? I'll be working on the project later.


Where to get the code: Sorry, I forgot to update it. I posted before but the website expired. Here's a package without music. Enjoy.

"you get the time passed for each loop, right?"
yeah and then you multiply it to each "moving" variable.

@User
Yeah, you could say timer based movement.
Thanks, just giving back to the community.

Life's tough.

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Zotoaster
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Posted: 22nd Jul 2006 05:11
My name is Zotoaster

The end is near
19
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Posted: 24th Jul 2006 02:46
hey NVS !
TheNVS
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Posted: 24th Jul 2006 17:33
Whoops, sorry about that Zotoaster.

Nice title, digitaldude!

Life's tough.
Sixty Squares
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Posted: 25th Jul 2006 02:42
AMAZING! I especially liked the lightning strikes from the clouds, it was great! I am amazed.

UFO
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Posted: 25th Jul 2006 03:25
Wow, that's very nice! It would be awesome if there was a setting for the hill/mountain heights!

The end is near
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Posted: 26th Jul 2006 06:04
like the new version!
keep it up.
TheNVS
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Posted: 30th Jul 2006 01:05
Thanks. I thought you'd guys like it.

Has anyone tried to create or edit new planets? Was it hard?
I had some cousins see their faces on the trees on "new planets" and it was halirious although the trees got repositioned and their mouthes were hidden; I've got to raise them up a little. Esp funny are their faces on the rotating planets. Maybe you guys can attract a few more prospective programmers with this ability.

Later on I'll work on it more, on the hill/mountain settings, custom image maps, bug fixes, and especially the commets to be easier to understand for the newbies.

Life's tough.

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