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    • #60326
      smcameronsmcameron
      Participant

      Space Nerds In Space is a multiplayer networked starship bridge simulator that I’ve been working on for the past year and a bit.  The idea is, you get several players together in a room with several networked computers.  One computer acts as the game server, running the simualtion.  One computer acts as the main screen, projected on a large display, and other computers act as individual bridge stations — navigation, weapons, science, engineering, communications, etc.  Multiple bridge crews playing in the same universe, either cooperatively or combatively are possible.

       

      The game is open source, GPLv2 for the code, various CC licenses for the art assets. The game is written in C, for linux, should also run on Mac, and maybe FreeBSD.   A windows port should not be too difficult, but I’m not a windows programmer.

       

      Here’s the latest development video:

       

       

      Website is here: http://smcameron.github.io/space-nerds-in-space/

       

      Code is here: https://github.com/smcameron/space-nerds-in-space

       

       

      — steve




      This bundle expires on 3/25/2019


    • #102736
      smcameronsmcameron
      Participant

      Development update for March 2014:

       

       

    • #102737
      smcameronsmcameron
      Participant

      Space Nerds In Space development update for April 2014.

       

      https://www.youtube.com/watch?v=oJRhO7ur8YA

       

      The audio isn’t sync’ed to the video, and the video runs out before the audio finishes, … oh well.

      Most notably, I’ve been getting into emulating some fluid dynamics stuff to try to get decent textures for gas giant planets. I’ve made some progress mostly by pursuing the ideas in this paper (PDF): Curl Noise for Procedural Fluid Flow by Bridson, et al.  My little experiments in Processing can be found here: Curly Vortex (github).

       

      Here are what the results I have look like so far:

       

      0NeWGFN.png

       

      I’m doing the fluid sim on the faces of a cube map and it mostly works, but there are some discontinuities in the velocity field at the edges of the cube faces that I haven’t been able to get rid of, so I am thinking I need to do the sim in real 3d on the surface of the sphere, then derive the cubemap images from the 3d data.  That will also make it easier to do things like add counter rotating flows for a more realistic pattern.  I’ve had some success in 2D with introducing bands of horizontal currents.

       

      86txiJG.png

      imgur gallery of 8 such experiments.

       

      — steve

       

       

       

       

       

       

    • #102738
      smcameronsmcameron
      Participant

      I’ve had some success getting a 3D version of my fake fluid dynamics simulation working to produce seamless gas giant cubemap textures:

       

      Te2fCTT.png

       

      Gallery here

       

      The code is in “gaseous-giganticus.c” in the Space Nerds In Space codebase on github.

       

      — steve

       

       

       

       

    • #102739
      smcameronsmcameron
      Participant

      Added a mining system to Space Nerds In Space:

       

      https://www.youtube.com/watch?v=5wAKVxg9TCs

    • #102740
      smcameronsmcameron
      Participant

      Got normal mapping working and some procedural generation of rocky, cratered planets.  Some new assets here: https://github.com/smcameron/space-nerds-in-space-assets

       

      USYFGN9.png

       

      YFwkbbY.png

       

      h6ON9Jp.png

       

      wYd4ZDj.png

       

    • #102741
      Avatarfluffyfreak
      Participant

      I’m very surprised that this hasn’t received more positive comments it looks great!

    • #102742
      smcameronsmcameron
      Participant

      I’ve also been working on a system in which players can travel between solar systems hosted on different servers via “warp gates”.  It’s still a work in progress, and hasn’t yet been committed, and I still have quite a lot of work to do to get it all working the way I want it to, but I’ve got a proof of concept working.

       

      https://www.youtube.com/watch?v=Qq7ID2zn75I

       

    • #102743
      sscadminsscadmin
      Keymaster

      What nice work so far. It will be interesting to see how the whole server customization element develops for Space Nerds. I really like the fact you are connecting to different player servers so it is possible for your experience to change from server to server.

      What are your plans for reputation and fame when moving from server to server? Will players be able to create anything in the universe and will these be persistent after a person leaves a server?

    • #102744
      smcameronsmcameron
      Participant

      I don’t really have any plans regarding reputation and fame within the game.  The game is fundamentally a LAN game rather than an over-the-internet game, so arguably me implementing this multiple server thing is a bit silly, but it is an interesting problem, which is why I’m doing it.  As I mentioned, there’s still a long way to go before I have it working well enough to commit the code.  As for players building things — There isn’t really any building of things in the way that minecraft or starmade has.  There is the gamemaster station which lets you place things in the universe, etc. There are some corner cases (what happens if a crew launches their mining bot out into the void, then takes a warp gate to another solar system?) and some technical corner cases some of which I know about, and some of which I probably don’t.

       

      The servers run independently of the clients, so, as long as the server is running whatever’s in there that doesn’t leave via a warp gate (and only player ships can do that now) stays there.  The servers do not (yet?) have the ability to checkpoint their contents (Lua scripts being one reason why not), so that’s kind of a bummer, although you can sort of half-ass checkpoint some of the things.

       

      Don’t know if that answers your questions.

    • #102745
      smcameronsmcameron
      Participant

      Been messing around with natural language processing types of things …

       

      https://www.youtube.com/watch?v=Uge43ACAtos

    • #102746
      smcameronsmcameron
      Participant

      More progress on the speech recognition front. I figured out how to give pocketsphinx a custom vocabulary which improves its accuracy considerably, and I wrote some code to convert written out numbers like “two hundred thirty eight” to “238” which enables a lot of things.

       

      https://www.youtube.com/watch?v=3EZNzcF4_4g

    • #102747
      smcameronsmcameron
      Participant

      Incremental progress with the speech recognition.

       

      https://www.youtube.com/watch?v=tfcme7maygw

    • #102748
      smcameronsmcameron
      Participant

      Finally got around to implementing a 3D “demon” screen for Space Nerds In Space.

       

      https://www.youtube.com/watch?v=ju8pDrY6Tos

    • #102749
      smcameronsmcameron
      Participant

      I have improved the planetary ring shader to make rings a bit more opaque and also to differentiate between the light and dark sides of the rings.  This is after spending some time looking at a nice video of Saturn’s rings made from photos from the Cassini mission.  Below are two pictures, one showing the light side of the rings, and the next showing the dark side, back lit.  The back lighting effect could probably be improved further, but just increasing the opacity of the rings and distinguishing the light side of the rings from the dark side seems to me to be a drastic improvement.

       

      Here is an album with even more if you like what’s below: http://imgur.com/a/lrmmN

       

      8CY0lLD.png

       

       

      jceJgxf.png

    • #102750
      smcameronsmcameron
      Participant

      Here is a demo of the “Saving Planet Erph” mission script.

       

      https://www.youtube.com/watch?v=nTBiM5zJi8A

       

      The script is here: https://github.com/smcameron/space-nerds-in-space/blob/master/share/snis/luascripts/SAVING-PLANET-ERPH.LUA

       

       

    • #102751
      smcameronsmcameron
      Participant

      Small update.  Main new thing is a tow truck service has been implemented for those times when you run out of gas out in deep space, and an EMF detector added to the Comms screen to give early warnings about imminent attacks.

       

      https://www.youtube.com/watch?v=_KO6T3UXozI

    • #111152
      smcameronsmcameron
      Participant

      Been awhile since I’ve posted here. Lots of changes for Space Nerds In Space since last I visited, too many to recall really. Lastest thing is Space Monsters.

      Hmm, not sure I remember how to post videos on this forum, and I don’t see a preview button… Maybe it will recognize a plain link and do some magic.

      https://www.youtube.com/watch?v=woMkFN47U-Q
    • #111194
      smcameronsmcameron
      Participant

      Just a little update about what’s been going on in Space Nerds for the last few weeks.

    • #111475
      smcameronsmcameron
      Participant

      Here’s a development update from July 27, 2018:

      https://www.youtube.com/watch?v=60oUfXtFlI4
    • #111490
      smcameronsmcameron
      Participant

      Short dev update for mid-August 2018:

      https://www.youtube.com/watch?v=MwmLa1IOmJg
    • #112394
      theAntiBobtheAntiBob
      Participant

      The videos of the progress you’ve made on this is amazing… the gas giants are insanely impressive.
      Incredibly inspiring, I love it!

    • #112409
      D.C.ElingtonD.C.Elington
      Participant

      Those gas giants are beautiful indeed! Thanks @smcameron for linking the reference article by the way.

    • #112414
      smcameronsmcameron
      Participant

      Thanks theAntiBob and D.C.Elington. I made a little slide show about how the gas giants are made, and also I have put the gas giant program “gaseous-giganticus” into it’s own github repo now.

      Slideshow: https://smcameron.github.io/space-nerds-in-space/gaseous-giganticus-slides/slideshow.html#1

      gaseous-giganticus repo: https://github.com/smcameron/gaseous-giganticus

      Also, here’s a half-hour long video summarizing the last 6 years of development on Space Nerds IN Space:

      https://www.youtube.com/watch?v=RAboPRjI4Vg
    • #112420
      PinbackPinback
      Keymaster

      Great vid and that’s an amazing amount of work you put into the game over the six years.

    • #112421
      D.C.ElingtonD.C.Elington
      Participant

      Yes kudos for the great work indeed ^^
      And thanks for the presentation, the “gradient to curl to velocity field” slide makes it appear almost “simple”! 😀 Again these textures you come to are just amazing.

    • #112440
      smcameronsmcameron
      Participant

      By the way, there are now bootable x86-64 Arch linux live ISO images with Space Nerds in Space pre-built here:

      https://gitlab.com/MCMic/snislive/-/jobs/artifacts/master/browse?job=build

      So if your friends don’t run linux, you can slam that ISO on a bunch of flash drives and they don’t need to install linux.

    • #112547
      smcameronsmcameron
      Participant

      A bit of game play from last night at the local hackerspace:

      https://www.youtube.com/watch?v=3fFl0VH-4zA
    • #112552
      D.C.ElingtonD.C.Elington
      Participant

      Great!
      About the gameplay there are many people on the bridge ^^ so is the workload evenly balanced across all stations?

    • #112554
      smcameronsmcameron
      Participant

      Some stations are more fun than others. Navigation and weapons are probably the most fun. Science isn’t too bad, but it’s basically scanning, which is selecting ships (so navigation can know where they are, and so weapons can know what phaser wavelength will be effective). Comms is kind of weak, mainly involves receiving messages from mission scripts so the crew knows what’s going on/what they’re supposed to be doing, and communicating with starbases and the ship’s mining bot, and controlling what’s on the “main screen” (The captain can request any screen in the game be mirrored by the main screen, and the comms guy can make this happen.) Comms also has access to type in commands to the ship’s computer, which via (somewhat sketchy) natural language processing, can make the ship do almost anything. (One time, after playing for a few hours and people were leaving, one guy stuck around and attempted to limp his nearly dead ship back to a star base using only comms and the computer — which was a kind of interesting and spontaneous apollo-13 like scenario — which was also doomed, because I don’t think it’s possible to dock with a starbase using *only* “the computer”, — though it probably should be.) Engineering and damage control can be kind of frustrating. There’s purposely not quite enough power and coolant to go around and run everything at the same time, and then when things get damage, stuff stops working quite right, and you’re scrambling around trying to drive/drift a repair robot around in the engine bay to repair all the systems and figure which one is most critical, and meanwhile the ship is likely being shot at and it could all end at any instant.

      So… like I said, some stations are more fun than others. Dividing the duties up among stations like these bridge sims do is obviously somewhat artificial, as obviously there are plenty of space sims where no such division exists and single-pilot ships function just fine. And you *can* play this game solo, switching between stations as necessary (though it’s nowhere near as fun doing it that way.) Don’t know if that answers your question.

    • #112562
      D.C.ElingtonD.C.Elington
      Participant

      It does thanks. I would say that this is not really an issue since all players can always discuss the strategy out of the sim, or maybe even roleplay as a crew why not ^^
      Maybe another possibility would be to add “mini-games” at stations where the interaction is too streamlined? About comms: constantly having to evade jamming for instance?

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