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IMO such services would make much more sense if software licenses were valid for all available distribution platforms: own one, use one whatever the source. Not the case by far 🙁June 17, 2019 at 3:11 am in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113786
Yes I remember the combats were very nicely depicted! 🙂
As I recall the wasps’ technology is likely too powerful for what I’m playing with. However if seen as an evolution of missiles and drones they obviously make perfect sense indeed.
Anyway IMO the combats need to be fought at very long distances. The ships will come with some low-mass armor to resist natural meteoroids but this will not make them shell-proof by far. They are not very maneuverable either and so with very limited dodging capabilities, not mentioning lasers and other EM weapons that would just never miss. So I’d guess than getting within 100-1000 km of an hostile armed ship would be suicidal, hence the necessity for some ordinance flying on its own distinct orbit to the target, with final propulsion and guidance.June 13, 2019 at 5:21 am in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113776
Thanks for the feedback 🙂 Also it’s very easy to get lost in one’s own “space bubble” so really please tell me when something is not clear or feels inconsistent.
@D1 to me in a gamedev context the maths are very often a key tool to help you build whatever feature you have in mind. Also you can immediately apply them and learn from your mistakes as you’re debugging. As far as I’m concerned that’s very different from when I was a student and regularly had to absorb concepts I did not really understand and forgot about past the related exam 🙁 So honestly so far the process of learning the necessary new techniques has proved much easier than what I was anticipating.
@Pinback I read the Night’s Dawn novels too ^^ and actually I tried to implement some of the books’ ideas for the jump mechanics, notably the conservation of the ships’ momentum through jumps. (Also in a hard sci-fi context this alleviates part of the hyperspace-magic-related guilt so all the better ^^). Unless I’m mistaken the novels (mostly the last one for the final quest) also mention the DeltaV between systems due to the relative galactic motions. And this effect is also why IMHO an unrealistically small galaxy is preferable to a real Earth neighborhood, at least in such a game with relatively limited ship capabilities (to rebound on your past question on the matter).June 12, 2019 at 8:34 am in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113771
Here’s a video about orbital rings as depicted in the game. These provide an advanced (and theoretically feasible!) rocketless planet-to-orbit transportation system.
I learned about such structures when checking the maths to model space elevators a few weeks ago and instantly decided I had to implement them! 🙂 IMO what makes orbital rings particularly interesting is how they connect the ground and orbital domains. I mean that in most games and simulators we’re used to limited relative motions in the spaceship’s vicinity. On the contrary with a stationary structure literally hanging in space the huge velocity of orbital objects can be easily visualized.
From now on I’ll be working on making all those stations truly operational and fit the ship’s avionics with the necessary updates (relative flight management and transitions to and from deep-space legs).
I’ll come back to space structures at a later stage to add satellites, small outspots (stations) and also asteroid bases. But those will probably be mission related so they’re still a long time away…
Fly safe 🙂
They did not mention a “battle royale” mode so far so good! 🙂
Yes such an engine for a multiplayer space battle game sounds like a pity. On the other hand a technological marvel which can render planets from orbit down to pebbles on the ground is also a terrible game design problem: how to fill such huge empty spaces? :/
Main SkyNet loop:
🙂May 22, 2019 at 1:22 am in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113680
Oh yes that would definitely work, added to the task list thanks! 🙂May 21, 2019 at 10:11 am in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113675
I’m afraid I don’t remember the move, I’ll have to check my classics again then! 🙂May 20, 2019 at 8:14 am in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113671
Yes bad guys taking control over a vessel for various reasons would definitely be a very interesting situation indeed! That’s part of the possibilities to generate hostile ships while remaining consistent with the universe I think.
That is all ships require a significant infrastructure to operate (massive hydrogen refueling capabilities, rare fusion fuels, maintenance facilities…) so they cannot just popup out of nowhere. I’ll certainly introduce rogue planets and organizations at the edge of the “Alliance Space”. Those will serve as main operating bases for the villains and provide locations to fence the stolen cargo etc… Incidentally the closer from the rim, the further away the player will be from their own base so this should be a good way to set a gradual difficulty.
Also on these matters the jump mechanic is tuned to be able to reach asteroids groups and moonlets from inside a system. Due to their low mass they allow tactical movement at a fraction of the DeltaV cost needed around planets. Hopefully this should provide opportunities to play interesting hide-and-seek games 🙂May 18, 2019 at 4:26 am in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113667
Hi Pinback thanks for the interesting question. I think the answer is yes because these superstructures are inherently too fragile to be left exposed without protection, even in peace time.
IMO a constellation of unmanned missile platforms on chosen orbits would provide the best coverage to engage most threats early enough: in space even a dead object may remain dangerous because of its kinetic energy alone, and destroying an active nuclear vessel at close range (< 100 km tbc) is a bad idea.
However such systems should be considered a last resort, the volume to defend is huge and central worlds will obviously be better protected than remote ones. So mobile forces will be needed and as such one key role of the Space Guard (= the player when on related missions) will be to detect, investigate and possibly intercept potential threats as soon as possible. In essence this should be similar to air defense here on Earth, with constant air traffic monitoring and scrambling of fighters as required.May 16, 2019 at 8:32 pm in reply to: Alliance Space Guard (a 3D spacesim with orbits and ship avionics!) #113654
Just a little screenshot of a space elevator:
The idea is that nuclear fusion engines don’t seem to be well adapted to ground-to-orbit ascents at earth-like planets (low thrust to weight ratio + safety issues). So it makes sense for an interstellar civilization to invest into costly space structures if they provide a more performant transportation systems : in that case taking a lift to orbit!
Similarly I’ll now work on orbital rings = taking the train to orbit 🙂
Just watched the first part and I liked it a lot, thanks 🙂
To be fair to “Mars” I’d say that anticipation is probably more difficult than historical reconstitution though.
Must admit I’m with Pinback on this one. To begin with the astronauts in “Mars” feel a bit too amateur IMHO. I really preferred “The Martian”, although it’s certainly not the same budget to be honest! 🙂
I’d say that on integrated graphics the frame rate you achieve is quite good actually!
About your 60 fps issues I read your posts but in my experience fps and sync problems are very specific and complex so I would rather refrain from venturing silly or obvious ideas! 🙂 What I can say is that I’ve caught myself ignoring the actual measured elapsed frame time information for quick and dirty per-pass recursive filters sometimes. So in my code I would search for such issues. Another one I recall is mixing the “elapsed frame simulation time” and the “elapsed frame real time”: could happen if you have a time acceleration feature.