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Member Since 16 Mar 2011
Offline Last Active Jul 20 2014 02:19 PM

Topics I've Started

spaceship building game

20 September 2013 - 03:49 AM

Hello everybody,


I would like to know your opinion of the concept of my game. Basically, it is a multiplayer team game. Every player builds its own spaceship and then they fight until all ships of one team are destroyed.

Now, spaceships are composed of blocks. Basic block is a cube of unit size, but you can rotate it, scale it and deform it to any hexahedron (e.g. paralleliped), so you are not so limited like in Minecraft. Every block has its function in ship -- there are energy sources, engines and maneuvering devices, shields, weapons etc. By adding blocks together you can create any kind of spaceship you like. Also, when the block is hit by enemy ship, it will stop functioning, so you must place blocks strategically, cover energy sources with shields etc.

The dynamics of the ship is quite simple. I calculate the center of gravity of the ship and then find the force and torque of each engine. It's simple composition of forces.


The cool part of this concept is that everybody can build entirely different ship, small or big, fast or slow, whatever they like. It is also self-balancing -- if the ship has lots of shield blocks, it is more difficult to destroy, but it is also heavier, so in order to fly it needs more engines and more energy sources, so it will be bigger. And the bigger it is, the easier it is to hit.

On the other hand, I am afraid that it will be difficult to construct spaceship that can be easily controlled. I would like people to focus on fight and destroying enemy ships, not struggling with gravity.


What do you think? Any feedback will be highly appreciated.



GLSL and lighting

11 November 2011 - 08:31 AM


I used simple shader for mixing textures, but now I lost all lights. Shader overrides lighting. I just need to use lights like without shader, is there any way? Or do I have to program custom light in shader?


2 GLSL questions

10 November 2011 - 08:37 AM

Hi again.

  • I know how to combine two textures using mix function, but what to do, if I need to combine three or more textures?
  • I am using VBOs to display mesh. On vertex arrays, textures should be activated with glClientActiveTexture, but it seems that this doesn't "transfer" texture to shader, it don't work. It only works if I use glActiveTexture, but then I can't have more then one set of texture coordinates. I need to have two sets, one for "visible" textures and one for the "mask" texture. Is it possible to pass two texture coordinates to shader? If so, how?
Thanks for answers.

GLSL - merging two textures

03 November 2011 - 02:54 PM

Hi, this will be a little longer question.

What I have:

Two grass textures

Posted Image Posted Image

And one big alpha-white texture like this:

Posted Image

I need to map both textures on my mesh and it depends on alpha texture how much it will show first or second texture. I mean, if there is 70% alpha in one point, it will show 70% first grass texture and 30% second one. So the result should look like

Posted Image

I think it shouldn't be so dificult, but I have no expirience with shaders, so I don't even know where to start.

I'll be glad for every help.

Winsock - Sending structs of different size

29 October 2011 - 07:42 AM

I am using WinSock library for sending data over network, and I have a problem.
I know how to send data in one struct and receive it on the other side, because there is constant size of structure. But what if I have more structures, each one with different size?
Now I have one struct that contains locations of players and other with in-game messages. When I am about to receive struct, I don't know which one is being sent.
Is there a "trick" how to do that?

Thanks for help.