[WIP] NEW 2D COCKPITS AND GAMEPLAY

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[WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby ezee » Wed Mar 19, 2014 11:42 am

Perhaps you know i've started to work in the VDU com display animations ?
That is funny for me and i want to explore the render engine capacities to create
an advanced gameplay .

MY GOAL :

_ Each cockpit part will be customizable in the market , with the shipdealer .
Different models of VDU ( cheap , class 1 ,2 ,3 etc ...) and perhaps colors .

- Damages can occur and you see the result ( with a single picture first then probably
with an animation )

I don't no exactly how the engine is working now ( i have a little experience of it ) , but
i plan to use Layers for the Visual Display Units :

Layer 0 = the actual display in disabled cockpit . ( text or animation etc ...)
Layer 1 = the pseudo 3d VDU with transparent screen .
Layer 2 = probably animation of damages .


Today , i only have the layer 0 , and it applies to all the VDUs of the cockpit :
Image

So now , i'm gonna work to have VDUs as mountable cockpits units , with individual textures , sizes and animations .
And also implement a show/Hide fonction for each , because of the visibility .
( i would like to animate the On/off activation by sliding the textures )

Any help is welcome .
:wink:
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby jackS » Thu Mar 20, 2014 2:22 pm

So, just to drop in my 2 cents of canon opinion on cockpit redesigns in general, it's always worth considering designing what the helmet will support too (i.e. Google Glass +1200 years) in addition to "hard" monitors and gauges:)
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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby klauss » Thu Mar 20, 2014 2:38 pm

My mental picture was of "windshield" (and I use the term loosely) projected stuff. As in modern cars.

Said projection would be holographic in nature. Ie, some future technique (not too distant in fact) would make it so the HUD elements appear to be in space.

You'd still have screens. Touch screens for the complex UIs, like sensors, navigation maps, and whatever else, if only because physically locating it makes it more natural to interact with.

If the screen is floating (ie: holographic projection) or just attached to a dashboard (LCD/OLED panel or the like) is a technical detail, and I'd expect each interface element to use the method that best suits it.
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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby ezee » Thu Mar 20, 2014 3:38 pm

(i.e. Google Glass +1200 years)


yeah , sure !
:lol:

Said projection would be holographic in nature


Yeah , but it's a work for you .
:lol:
I mean , the shaders give good results for that :
https://www.youtube.com/watch?v=6yEH8XYnqZY


i will try to find one that is free ...
varying vec2 v_texcoord;
varying vec4 v_color;
uniform float Stripes;
uniform vec4 Filter;
uniform float Phase;

vec4 HologramColor( vec4 colour, float stripes, vec4 filter, float phase )
{
colour.a *= abs( sin( radians( v_texcoord.y * 180.0 * stripes + phase * 180.0 ) ) );
return( colour * filter );
}

vec4 FixedColor( sampler2D texture, vec4 col )
{
vec4 colour = texture2D( texture, v_texcoord.xy );return( colour * col );
}

void main()
{
gl_FragColor = HologramColor( FixedColor( gm_BaseTexture, v_color ), Stripes, Filter, Phase );
}

SOURCE and download : http://gmc.yoyogames.com/index.php?showtopic=586380
There is also a TV shader for my old tube screen .
:wink:

BUT BEFORE THAT LEARN HOW TO WORK WITH TEXTURES IN THE RENDER ENGINE
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby jackS » Thu Mar 20, 2014 3:55 pm

Oh, I don't doubt there'll still be physical displays (for many users, anyway) - but it will be interesting to consider which system interfaces will demand physical space (always at more of a premium than virtual space) and which will be relegated to primarily virtual existence. One imagines a key consideration would be any element that is so often in need (or importance, for idiot-lights) of being viewed or interacted with might have an essentially dedicated display allocated that is optimized for the given function (perhaps the navigation aids/lidar/etc), whereas informational displays and overlays may just be routed directly to the virtual HUD. Currently, it's a pretty flat space, in that regard, as all of the HUD elements are peers that could be positioned on any display anywhere in the cockpit.
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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby klauss » Thu Mar 20, 2014 4:11 pm

jackS wrote:Currently, it's a pretty flat space, in that regard, as all of the HUD elements are peers that could be positioned on any display anywhere in the cockpit.


Not sure what you mean by that
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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby ezee » Thu Mar 20, 2014 4:18 pm

Exactly . ( to Jacks )

I'm actually learning how the disabled cockpit works .
I already know that the .cpt from Cockpits/disabled define .sprite files ( xml )
that define the textures used in Textures/Cockpit/disabled

And i think i soon be able to draw a different background for each VDU .

Klauss give me the idea of a central Holographic display for the coms , will be neat !
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby Deus Siddis » Thu Mar 20, 2014 4:49 pm

At this point in time, one might consider using the cockpit interfaces from Pioneer and Elite: Dangerous for inspiration.
Ditto Star Citizen when they release their combat module.
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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby ezee » Thu Mar 20, 2014 5:01 pm

Deus Siddis wrote:At this point in time, one might consider using the cockpit interfaces from Pioneer and Elite: Dangerous for inspiration.
Ditto Star Citizen when they release their combat module.


Okay ... :lol:
Pioneer Smart Car Cockpit
Image

nah , thanks i'll have a look to compare/inspire .
:wink:

I want to publish a method for that every little tweaker could try to make new 2D pits .
With just a little of methodology .
But the road is long , and obscure is the code .
:lol:
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby jackS » Mon Mar 24, 2014 9:40 am

klauss wrote:
jackS wrote:Currently, it's a pretty flat space, in that regard, as all of the HUD elements are peers that could be positioned on any display anywhere in the cockpit.


Not sure what you mean by that


Oh, just that there's not a well-defined or solid design sense of affinity between different types of data and which virtual displays they might be best represented on. Maybe some virtual data makes more sense to appear as a set of colored status icons in a long row rather than in a square box, while other information might be much easier to parse/more useful displayed in an overlay on top of the targeted vessel, and other data might work just fine in a box, but only one that's wide and short or tall and narrow (checklists vs. text vs. etc). Right now, data is either special cased, or goes in a square box VDU.
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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby DarkVixen » Mon Mar 24, 2014 1:59 pm

Remember that we have many different factions, species, etc, and they all have their own "religions" on "user interfaces".

I think we're going to have to have a very wide variety.

For the player though, I think we should see very little 3D cockpit, only the window frame and a glimpse of the controls below, with the real 2D super-imposed display on top.

The Aera cockpit, which I'm making a few modifications to, will have controls on the front and back, since the Aera use their front arms and hind legs to control. Their front legs only control simple peddles as it was mentioned that their front legs are not very dexterous.
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Re: [WIP] NEW 2D COCKPITS AND GAMEPLAY

Postby ezee » Mon Mar 24, 2014 7:20 pm

they all have their own "religions" on "user interfaces".

that takes a lot of time before i get your meaning of religion here .
Well , if religion is an image of a reality , and " user interface " a human/alien face ,
that open a door in an other dimension : Spirit !
Looking for a deucalion ?
http://media-cache-ec0.pinimg.com/736x/ ... 05999a.jpg
http://en.wikipedia.org/wiki/Deucalion

If you are talking of the iconic art in Religion , with symbolyc includes , that's right too .
That dimension , these "chars" or "signs" could be yeah very specific .
But i'm not sure i will be able to pilot an alien ship if all his instrumentation is alien .
Or we'll nead to learn that signs , and why not ?.
Code: Select all
 if (!track.HasWeapons())
            {
                // So what are you going to threaten me with? Exhaustion gas?
                return ThreatLevel::None;
            }

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