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ryan mccabe

Member Since 27 Mar 2008
Offline Last Active Oct 25 2013 06:08 PM

Posts I've Made

In Topic: space game engine advice

23 September 2013 - 11:12 PM

I'm looking to make a mission based rts. It'll revolve around taking down an established regional power starting with a coup on board a main carrier. Fidelity wise Im aiming for star conflict / eve online levels. In terms of gameplay and scope there will be a fairly standard world map with total war style base development, there will also be battle maps for real time combat. the battle maps will involve a fairly standard rts setup, very homeworld-esque with a stretch goal of allowing the player to pilot 'elite' ships. Units will have special powers (a magic system essentially). Describing the scale is difficult but if you've played star conflict, then thats about the scale. Mind you I'm not looking to finish, only have the visuals and basic logic done, a tech demo. 

 

Unity feels perfect when developing since there doesn't seem to be any preset game in mind within the engine. Aside from the render limitation when using free what really got me poking around was the particle engine. I spent a week or so building a  prefab/script that spawns particles and allows me to dynamically adjust settings to make various kinds of weapons fire. Works well, could use some optimization but it allows for huge variety in the kinds of effects weapons effects quickly and easily. Then I duplicated it a few times and watched the framerate plummet. I can work around it by using a single emitter or maybe baking out the different effects (somehow). Other, better, solutions (gl class or line drawing) required full access, so I started looking around again. 

 

Ignoring cost for engines (although that was a good analysis, kburkhart84) I can use unity and be limited in graphics which is my focus, or hack at UDK and take an extended development period. Anyway I'll probably ramble if I continue. Thanks again for any discussion or advice. 


In Topic: some questions on getting input

21 December 2011 - 12:59 AM

I think your right. Ive seen GetMessage / PeekMessage in a while loop is that what I should do? Ive tried assigning peek to a boolean and running until false but doing that blocked everything and I ended up with a black screen

void SystemClass::Run()
{
	MSG msg;
	bool done, result;

	// Initialize the message structure.
	ZeroMemory(&msg, sizeof(MSG));

	// Loop until there is a quit message from the window or the user.
	done = false;
	while(!done)
	{
		// Handle the windows messages.
		if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}

		// If windows signals to end the application then exit out.
		if(msg.message == WM_QUIT)
		{
			done = true;
		}
		else
		{
			result = Frame();
			if(!result)
			{
				done = true;
			}
		}

	}

	return;

}

frame starts the frame processing and rendering.

In Topic: simple problem with assigning a value

14 December 2011 - 04:25 PM

My bad, there was a check to not print 0 in printFloat... sorry for the bother.

In Topic: online storage.

19 September 2011 - 11:43 AM

Started with box.net yesterday too soon to tell how its going. Skydrive sounds like it may be a better alternative. Ive tried dropbox, but i didn't like the way the actual file upload from the synced folder works, seemed like there was no accounting for how long it was going to be between dropping on one device an getting it on the other. Anyway thanks for the feedback :)

In Topic: Fast detecting very accurate collision

14 June 2011 - 06:43 PM

it could, or you could use the method you posted as the bounding box esq check, then move to the finer grain pixel check.

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