Base definition files
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Very true, but don't forget that vegastrike the engine shouldn't necessarily be able to serve only the needs of vegastrike-like games. One of these days you might get a bunch of people wanting to use the engine for a Homeworld Remake, and they'd need a dumb meteorite approaching, which cannot be persuaded to veer off course, but has to be destroyed.
Planetary orbits and ship AI's are fine, but these are high level constructs; and completeness calls for the availability of low level constructs as well. If people misuse them and end up in a bad state, it's their problem; but low level handles on things should exist.
Planetary orbits and ship AI's are fine, but these are high level constructs; and completeness calls for the availability of low level constructs as well. If people misuse them and end up in a bad state, it's their problem; but low level handles on things should exist.
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What I was suggesting is that perhaps there's no reason for the engine to even differentiate between bases, space, animations, etceteras. Rather than write interfaces for all these game states; I think it would be much easier to write one scene manager that manages everything 3D, 2D or any D's. Right now there are 4 hard-coded game states in the engine: Booting, @aBase, Animation and Space. Video is kind of a fifth. And there seems to be a common theme running of features from one state needed in another:
- Will need all kinds of animations at 3D bases: characters, doors, elevators, including character AI driving the characters, and dumb, repetitive motions, like a radar dish or light turning back and forth in an arc.
- Ships could use animations for opening blast doors for escorts to land and stuff.
- Need to write take off and landing animations for PU, but we don't know how; there's no official interface.
- Will need keyframe animations inside cockpits, to talk to the pilot of a ship while sitting next to him (future project)
- Will need to put video onto 3D quads, for comms in 3D cockpits; as well as change 2D textures on 3D computer screens at bases
- PLUS, 3D positional sound is applicable in just about any state. For instance, if tomorrow a bunch of people decide to use vegastrike for a Starcraft remake, they will need positional sound in spite of being essentially in a 2D interface all the time.
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Layers... Yeah, that sounds righter. Z-buffer layers, eh? I guess it also offers the possibility of each layer having its own coordinate system. Maybe tarzan's planetary LOD thing could occupy a layer between those two.
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I just would like to point out that this side of issue cannot be emphasized enough.chuck_starchaser wrote: When you consider the problem of animations at bases, and combine it with the problem of producing animations in space, the two come together. There's no point in trying to resolve them separately. [...] Then *ONE* scene manager will be able to produce normal space action, scripted animations of ships landing or taking off, ships or bases with moving parts, base interiors with people walking around, etceteras.
IMO most important here is not possibility to see docker bots crawling around PC's ship (or even tractor-beam crane replacing turret in real time), but possibility to see NPC ship's landing/takeoff at next berth while PC ship is docked. That is, “life continues, even if you're at portâ€
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Re: Base definition files
BUMP!
Something needs to be done about this. Ships look AWFUL at their pads.
Maybe just forget about 3D bases and animations; just a means to control the lighting would be awsome.
Something needs to be done about this. Ships look AWFUL at their pads.
Maybe just forget about 3D bases and animations; just a means to control the lighting would be awsome.
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Re: Base definition files
I not feeling like wanting to say much. I just didn't supply anything jet except a lot of Ideas...
Wouldn't it be more wise to generate out of an XML File an Object that is available within python?
I mean maybe doing something like:
And then call it from an python script:
I think that is a better approach to use XML stuff. I am aware that this is different then you guys used it before, but I think it is easier to handle in general. What do you think? Hope I am not stressing you guys to much
Wouldn't it be more wise to generate out of an XML File an Object that is available within python?
I mean maybe doing something like:
Code: Select all
<?xml version="1.0"?>
<base title="Agricultural" xmlns:xi="http://www.w3.org/2001/XInclude">
<room title="Landing Pad" id="landing_pad" onLoad="VS.playList('agricultural.m3u')">
<camera i="0.5" j="0.87" k="0" />
<mesh file="landing_pad.bfxm" x="0" y="0" z="0" scale="150" />
<mesh file="generic_door.bfxm" id="concourse_door" x="0" y="0" z="100" />
<button style="invisible" onClick="moveTo('concourse_door',(0,5,100), 2.0, lambda: goToRoom('concourse'))" />
</room>
<room title="Main Concourse" id="concourse">
<camera i="1" j="0" k="0" />
<mesh file="agri_concourse.bfxm" x="0" y="-5" z="0" scale="2" />
</room>
<xi:include href="weapons-room.xml" />
</base>
Code: Select all
import VS
import guitng
readbase("XMLfile.XML")
agricultural.addmesh('landing_pad', 'ship', VS.getPlayer().getFilename()), (0, 25, 0), (0.71, 0, 0.71))
agricultural.show
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Re: Base definition files
Yeah; something like that should suffice, with the addition for a light position.
In fact, there's already the means to specify camera and ship positions via the
python file; so it's a matter of adding one more entry for a room mesh... --AND
the light(s)... The biggest problem right now being that lighting for the ship on
the pad is not computed, but rather "remembered" from the last lighting
condition in space. If the starlight is coming from below you at the moment
you dock, your ship on the pad looks like it's lit from below.
Another thing that's necessary; almost forgot, is a per-room environment map.
This is even more important than lights, as the lighting could be standardized
for all bases as semi-diffuse (meaning semi-ambient) and coming from above;
but nothing would provide as much "presence" as specular reflections that
agree with the environment we see.
In fact, there's already the means to specify camera and ship positions via the
python file; so it's a matter of adding one more entry for a room mesh... --AND
the light(s)... The biggest problem right now being that lighting for the ship on
the pad is not computed, but rather "remembered" from the last lighting
condition in space. If the starlight is coming from below you at the moment
you dock, your ship on the pad looks like it's lit from below.
Another thing that's necessary; almost forgot, is a per-room environment map.
This is even more important than lights, as the lighting could be standardized
for all bases as semi-diffuse (meaning semi-ambient) and coming from above;
but nothing would provide as much "presence" as specular reflections that
agree with the environment we see.
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Re: Base definition files
Ayechuck_starchaser wrote: This is even more important than lights, as the lighting could be standardized
for all bases as semi-diffuse (meaning semi-ambient) and coming from above;
but nothing would provide as much "presence" as specular reflections that
agree with the environment we see.
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