That get's my vote! Galaxy.xml should be polled for some stars. 100 million entries is not practical, so a basic background of stars will be still needed.klauss wrote:We could go for the better option entirely anyway. Which is defining light-years-across nebulae in galaxy.xml, define meshes for them, and render them on the background instead of merely a skybox.
Planetary code
Moderators: ghoulsblade2, strook
-
- Expert Mercenary
- Posts: 893
- Joined: Thu Jul 08, 2010 11:43 pm
- Location: Sol III North American Continent
Re: Planetary code
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: Planetary code
I was thinking random stars for that.
Well, pseudorandom.
Well, pseudorandom.
-
- Hunter
- Posts: 67
- Joined: Wed Sep 29, 2010 3:06 am
- Location: Lost in an adventure
Re: Planetary code
I would like to see the backgrounds become something found later on in the game, when the player approaches a nebula. And then it should be seen in particular directions only rather than all around.
-
- ISO Party Member
- Posts: 461
- Joined: Fri Sep 03, 2010 12:10 pm
Re: Planetary code
GREAT job !
i can't imagine it!
well i'll have to download the latest results...
so what did you actually do?
have you a new branch in vegastrike or updated you my branch in vegaogre and what about that if you wanted to move completely to ogre?
i think you needed to reimplement the whole gameinterface, i tried that already, it's a lot of rewriting work.
so do you really want to do that?
where could i start ? you you have any job for my right now that needs to be implemented?
i can't imagine it!
well i'll have to download the latest results...
so what did you actually do?
have you a new branch in vegastrike or updated you my branch in vegaogre and what about that if you wanted to move completely to ogre?
i think you needed to reimplement the whole gameinterface, i tried that already, it's a lot of rewriting work.
so do you really want to do that?
where could i start ? you you have any job for my right now that needs to be implemented?
plz visit my vegastrike project branch here
plz support VegaOgre by donating to it!
My systems: Mac mini 1, 4gig RAM;
i5 Quad Core 2400, 300mbit WLAN, 1,3Tbyte HD, 60 GB SSD,
nvidia geforce 8400gs 512MB, 6gig RAM with Ubuntu 11.4,
win7 and hackintosh installed
plz support VegaOgre by donating to it!
My systems: Mac mini 1, 4gig RAM;
i5 Quad Core 2400, 300mbit WLAN, 1,3Tbyte HD, 60 GB SSD,
nvidia geforce 8400gs 512MB, 6gig RAM with Ubuntu 11.4,
win7 and hackintosh installed
Re: Planetary code
Experimental branch is here https://vegastrike.svn.sourceforge.net/ ... perimental
You will additionally need the data from trunk.
The development is currently stalled till the atmosphere patch gets accepted.
To get an idea of what has been done and what is planned/requested just read this thread(too lazy to reiterate it).
You will additionally need the data from trunk.
The development is currently stalled till the atmosphere patch gets accepted.
To get an idea of what has been done and what is planned/requested just read this thread(too lazy to reiterate it).
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: Planetary code
Do you have reviewers?log0 wrote:Experimental branch is here https://vegastrike.svn.sourceforge.net/ ... perimental
You will additionally need the data from trunk.
The development is currently stalled till the atmosphere patch gets accepted.
To get an idea of what has been done and what is planned/requested just read this thread(too lazy to reiterate it).
You should keep working, our review process is quite slow.
-
- Bounty Hunter
- Posts: 153
- Joined: Sat Oct 22, 2011 9:17 am
Re: Planetary code
i don't think it got submitted to the review board, just to the sourceforge
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
Re: Planetary code
Shouldn't log0 get commit access in order to keep this branch (or his own branch) up to date? Reviewing for applying patches to branches seems OTT. Work should occur in branches then be reviewed for trunk. That's the appropriate process.log0 wrote:Experimental branch is here https://vegastrike.svn.sourceforge.net/ ... perimental
You will additionally need the data from trunk.
The development is currently stalled till the atmosphere patch gets accepted.
To get an idea of what has been done and what is planned/requested just read this thread(too lazy to reiterate it).
Last edited by charlieg on Wed Jan 25, 2012 11:48 am, edited 1 time in total.
Free Gamer - free software games compendium and commentary!
FreeGameDev forum - open source game development community
FreeGameDev forum - open source game development community
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: Planetary code
I thought he already had commit access.
I just gave him. Just, log0, coordinate with pheonix since he started the branch - he should know you'll be committing there
I just gave him. Just, log0, coordinate with pheonix since he started the branch - he should know you'll be committing there
Re: Planetary code
I've started to look into vs meshes, techniques to pass them to ogre as this is pretty much a requirement to fix current z buffer issues, but haven't had much success so far. Any help is appreciated.
Btw the experimental branch has got line endings messed up, this could make syncing with trunk problematic. Any ideas(a new branch)?
Btw the experimental branch has got line endings messed up, this could make syncing with trunk problematic. Any ideas(a new branch)?
Re: Planetary code
Just to get a bit more into detail. VS techniques are comparable to ogre materials, can be ported. VS shaders can be reused with some minimal tweaks(z scaling). I need to identify how meshes are associated to units and how techniques, textures are associated to meshes in vs code, where to plug ogre into.
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
Re: Planetary code
I would suggest a new branch log0, let phoenixstorm manage experimental.
Free Gamer - free software games compendium and commentary!
FreeGameDev forum - open source game development community
FreeGameDev forum - open source game development community
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: Planetary code
For z layering, take a look at the ogre branch. It was implemented there, IIRC.log0 wrote:I've started to look into vs meshes, techniques to pass them to ogre as this is pretty much a requirement to fix current z buffer issues, but haven't had much success so far. Any help is appreciated.
Btw the experimental branch has got line endings messed up, this could make syncing with trunk problematic. Any ideas(a new branch)?
The far layer uses an infinite zfar matrix.
Edit: Um... it seems I was reworking the technique a bit, to include more and more flexible layers. But the technique is simple, you do it by controlling the render queue sequence and doing some magic with listeners. Can't go into the specifics, Ogre changed a bit there since last time I tried it.
-
- Bounty Hunter
- Posts: 153
- Joined: Sat Oct 22, 2011 9:17 am
Re: Planetary code
Any news? Is this going to get its own branch?
Re: Planetary code
No progress, sorry. Haven't looked at the code for almost a month now. RL can be really distracting from time to time.
-
- Hunter
- Posts: 94
- Joined: Tue Oct 30, 2012 10:39 pm
Re: Planetary code
But how to make the two match? One light-second away from a planet you see oceans and continents, but then you move up close, it would switch to generated and everything would change I guess.klauss wrote:It's not about low-polyness, it's about quality.log0 wrote:I hope to avoid switching. The lowest lod atm is about 3k vertices per planet, should be low-poly enough?Can you use VS's planet technique when far away, and switch to generated terrain when up close?
The close-up techniques won't ever be suited for distant views.
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: Planetary code
My idea is that procedural generation will use the textures as parameters, and fractals will be based on those. That way, where the texture say there's an ocean, mountain or plain, that's what's generated (fractally)
-
- Hunter
- Posts: 94
- Joined: Tue Oct 30, 2012 10:39 pm
Re: Planetary code
Awesome. But let me point out that all this effort can't be just for sightseeing. There ought to be things to fight against (if not pilot oneself) on the ground.klauss wrote:My idea is that procedural generation will use the textures as parameters, and fractals will be based on those. That way, where the texture say there's an ocean, mountain or plain, that's what's generated (fractally)
-
- Elite
- Posts: 1567
- Joined: Tue Jan 26, 2010 2:03 am
Re: Planetary code
I think that may be much farther off than planetary flight as we would need more art assets for cities, other units, ground installations, etc.
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: Planetary code
Well, cities as seen from high up in the sky are quite doable without a lot of assets (check out earth's city lights, something similar for dayside could be worked out).pheonixstorm wrote:I think that may be much farther off than planetary flight as we would need more art assets for cities, other units, ground installations, etc.
Closer to earth, it would depend on pseudorandom generation. That needs a lot of assets, but not as much as a whole planet would let you think.
-
- Elite
- Posts: 1363
- Joined: Sat Aug 04, 2007 3:42 pm
Re: Planetary code
The content is nothing compared to coding the functionality to fully support all those things. At that point you no longer have a game but an entire Universe, there's so little left you aren't simulating. No one would ever want to play anything else again.pheonixstorm wrote:I think that may be much farther off than planetary flight as we would need more art assets for cities, other units, ground installations, etc.
-
- Bounty Hunter
- Posts: 153
- Joined: Sat Oct 22, 2011 9:17 am
Re: Planetary code
buildings are easy to do, and there are hundreds of assets out there that are free to use. To add the functionallity to land on a planet and get out opens the game up to the point of infinte possiblites, and as Deus said, if you achieve that, VS could be the only simulation program people will ever play again
-
- Hunter
- Posts: 94
- Joined: Tue Oct 30, 2012 10:39 pm
Re: Planetary code
I agree. This begs the question, does it make more sense to have all this stuff working on perfect planetary spheres, and introduce the fractal terrains as a second step, or to code support for fractal terrain first, and ground units second.Deus Siddis wrote:The content is nothing compared to coding the functionality to fully support all those things. At that point you no longer have a game but an entire Universe, there's so little left you aren't simulating. No one would ever want to play anything else again.pheonixstorm wrote:I think that may be much farther off than planetary flight as we would need more art assets for cities, other units, ground installations, etc.
-
- The Shepherd
- Posts: 5841
- Joined: Fri May 13, 2005 8:37 pm
- Location: Ottawa
- Contact:
Re: Planetary code
It always pays off to dream big but as klauss will attest we are short coders so we have to focus on incremental improvements for now.
Enjoy the Choice
Enjoy the Choice
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
-
- Bounty Hunter
- Posts: 153
- Joined: Sat Oct 22, 2011 9:17 am
Re: Planetary code
Didn't someone mention a month or 2 ago there were forums where you could request help with projects? is it worth putting in a post requesting coders to help develop a planet interaction side for vega strike, eg landing, combat?