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Hawkblood

Member Since 21 Jan 2013
Offline Last Active Yesterday, 05:58 AM

Posts I've Made

In Topic: Spaceship steering based on mouse offset

01 May 2016 - 04:23 PM

I've never used BulletSharp, but are you using Euler or Quaternion? If you are making a full 3D space sim, you should be using Quats. DX has built-in quaternion rotation functions so you can use the vector (x,y) from center to rotate "up/down" and "left/right" by the scale of that vector. I hope this helps, because I'm not sure if your question is about rotation or something to do with BulletSharp...... 


In Topic: Procedural Universe: The illusion of infinity

01 May 2016 - 03:52 PM

I've had some of the same aspirations. The problem is scale. I came up with a different vector system than the D3D vector. I use __int64 paired with a float. I have posted examples somewhere on this forum .... or was it another forum? Anyway, the idea is to use the __int64 as the top level of the vector and the float as the lower precision (0.0f-1000.0f). This will allow you to have 2^64 km worth of distance. You would have to write your own operators of course, but that's not a problem. Once everything (from galaxy size down to planet size and even further) is using this coordinate system, you can make a relative vector to the camera and render using D3D as normal. You WILL have to use scaling methods to show everything correctly....

 

This is a link to one of my posts:

http://www.gamedev.net/topic/649931-progress-on-my-current-game-no-name-yet/

 

I'm at work right now, so I'm not sure it's what I think it is.....

 

In general, I have a small number of stars around Sol (30,000) that can be explored. The only "transition" that I will have is traveling between star. This is not because the coordinate system can't handle the size, it simply gives me time to generate the textures (procedurally) for the solar system the player is traveling to. I have since that post been converting everything to DX11.

 

Your "universe model" sounds like a good way to go. There is no limit to how large your coordinate system is. You can make a __int64,__int64,float system that would give you 2^128km scale--that's freak'n HUGE! That would give you a distance of 3.6x10^20 of our galaxy side-by-side in each direction. If you did it further, you can't even imagine the scale.

 

Using your method, each "intergalactic space" could be the top __int64 and within the "interstellar space" would be the rest...... Man, that's not a bad idea you have.


In Topic: Game Engine

24 August 2015 - 01:42 PM

Some may have said this, but simply put, you need: -pointer to the graphics adapter (set to your game settings) -pointer to input devices (mouse, keyboard, etc....) -pointer to a sound system -and a game loop That's about as basic as it can be stated. If you know how to do each of those independently, you can make an engine that is tailored to the game you want to make.

In Topic: [updated]: Make certain objects arrive in the scene (a lorry)

24 June 2014 - 12:49 PM

There are plenty of timer examples out there. All you need is to decide on a "normal" time each truck arrives and add/subtract some random value from the time. When that time is reached in your game loop, send in the truck (lorry). You don't need to make this any more complicated with simulation libraries.....

In Topic: Pseudo 3D hills

23 June 2014 - 08:47 AM

I don't know about GLBasic, but I can give it a shot (generally). Is it gittering as you move or is it doing it constantly? I would make sure you are doing all the position updates at the same time. For instance, if your road "position" is relative to the terrain, you should update the terrain's position BEFORE updating the road. If you use the "old" position for the terrain to update your road, you would see the road "gitter" depending on camera movement.

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