Author Topic: Aardwolf Presents "Everything in One Thread"  (Read 8153 times)

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Offline Aardwolf

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Aardwolf Presents "Everything in One Thread"
From now on, I'm going to put everything in one thread.

If I make a game, I'll post about it here.




HLP-internal Links (As I Find Them):

FS Turn-Based Strategy Game:
http://www.hard-light.net/forums/index.php/topic,42596.0.html

2D FreeSpace:
http://www.hard-light.net/forums/index.php/topic,41433.0.html

S.E.Y.C. 0 and S.E.Y.C. Spheres:
http://www.hard-light.net/forums/index.php/topic,45701.0.html

S.E.Y.C.:
http://www.hard-light.net/forums/index.php/topic,50867.0.html

Azrael:
http://www.hard-light.net/forums/index.php/topic,51917.0.html

HardPoint 2-4:
http://www.hard-light.net/forums/index.php/topic,50867.msg1028215.html#msg1028215

JSurreality:
http://www.hard-light.net/forums/index.php/topic,48445.msg1067839.html#msg1067839

Sidescroller:
http://www.hard-light.net/forums/index.php/topic,53375.0.html



External Links:
Astral Legend:
http://www.game-warden.com/masterpokey/ALgnd/index.html

Attack of the Flying Squirrels 1:
http://www.game-warden.com/masterpokey/AotFS/index.html

Attack of the Flying Squirrels 4:
http://www.game-warden.com/masterpokey/AotFSSequels/AotFS4Demo.zip

Attack of the Flying Squirrels 5:
http://www.game-warden.com/masterpokey/AotFSSequels/index.html

Arcade Style:
http://www.game-warden.com/masterpokey/ArcadeStyle/arcadestyle.html

Contested Systems:
http://www.game-warden.com/masterpokey/ContestedSystems/index.html

Hive Gate:
http://www.game-warden.com/masterpokey/HiveGate/HiveGate.jar

Mjollnir RTS:
http://www.game-warden.com/masterpokey/m-rts/index.html
http://www.game-warden.com/masterpokey/m-rts/MjollnirRTS004.zip

Nephosphere:
http://www.game-warden.com/masterpokey/Nephos/Nephos002.zip

Orion 37:
http://www.gamedev.net/community/forums/topic.asp?topic_id=489941

Super Space War 5:
http://www.game-warden.com/masterpokey/SSW5/SSW5b004.zip

The War of Co'zath (Screensaver)
http://www.game-warden.com/masterpokey/Surreality/TWoC%27zR5.zip
« Last Edit: April 24, 2008, 01:57:39 am by Aardwolf »

 

Offline Aardwolf

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Re: Aardwolf Presents "Everything in One Thread"
This is Cel (working title). It's yet another 3D space shooter. Originally it was going to have realistic physics (that is, Newtonian), but then I gave up on that because the relative speeds of bullets messed stuff up, and because I couldn't make an AI that knew how to turn to face something.

Videos, in chronological order:

The video doesn't properly show the star backdrop, and barely shows the debris from the exploding fighter.

Screenshots:




See this thread on gamedev.net for more info:
http://www.gamedev.net/community/forums/topic.asp?topic_id=492092
« Last Edit: April 26, 2008, 12:06:30 am by Aardwolf »

 

Offline Mika

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Re: Aardwolf Presents "Everything in One Thread"
Quote
This is Cel (working title). It's yet another 3D space shooter. Originally it was going to have realistic physics (that is, Newtonian), but then I gave up on that because the relative speeds of bullets messed stuff up, and because I couldn't make an AI that knew how to turn to face something.

What does "relative" mean in this context? Relative, as in approaching the speed of light or simply the addition of the bullets velocities? I would like to know what factors you have considered here. If you don't mind, I could help you to figure out this stuff. I already think there are a couple of factors that could be added to turn rates and turn radii. Also, how did model the vessels? This might seem like an arbitrary set of questions, and it might be exactly such. Probably I can figure out the most consistent approach to this tomorrow. What is necessary to take account and what is not and so on.

Could you write pseudo-code that you used to turn the AI ship? Also, what kind of "angle of attacks" are included (angle of attack = the angle between the velocity vector and the actual nose direction vector)

If Mr. Doctor (Herra Tohtori) happens to stumble upon this thread, we could get it somewhere.

Mika
Relaxed movement is always more effective than forced movement.

 

Offline Aardwolf

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Re: Aardwolf Presents "Everything in One Thread"
Relative as in, if one ship is moving very fast, and the shot speeds add, you might have to lead by an insane amount to hit the target, or unlead just as much.

By model, I'm assuming you mean what program I used; it's Wings3D, but the drone was modified by Turambar in whatever he uses (just a tiny bit) and textured by him as well.




Ship AI:

compute the vector to the target
compute lead time
compute vector to the lead impact location
take forward, right-facing, and up-facing vectors and dot them with that vector
turn right if the right-facing dot is positive, left otherwise
ditto for up and down
don't bank
accelerate based on the dot of the velocity and the difference in positions



Edit: I've decided to make this into Astral Legend 2, and I posted about it on gamedev. See the bottom of the first post with the screenshots for a link to that post.
« Last Edit: April 26, 2008, 12:07:47 am by Aardwolf »

 

Offline Mika

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Re: Aardwolf Presents "Everything in One Thread"
With model, I meant what physical factors are taken account in the "flight" model? For example, how is the ship direction controlled, small thrusters scattered around the hull or thrust-vectoring engines at the back? Also, would you like to factor in the human tolerance for the accelerations, with the maximum of say 9g's?

If so, the fighters cannot use yaw to change their heading quickly (human will have difficulties to withstand acceleration in this direction), but first they need to bank to correct angle (so that both turn in the same plane), and then pull as hard back as possible (pitch control). The difference between flight simulator and this is that in space the speed will not drop, and a constant g can be kept up.

Also, the mass of each fighter has an important role, if there is no fuel, the fighter will continue to whatever direction it was going, with no chance of turning or accelerating. Each maneuver will take its share of fuel, and the amount of fuel and ordnance dictates the turn performance of any fighter. Which could lead to several interesting things in dogfights, like dumping fuel to improve turn rate.

But, here comes the good part, not seen in space shooters (which I actually would like to see): velocity vector and direction vector of each fighter have nothing to do with each other, i.e. the fighter can change the nose position vector without affecting the velocity vector, at least by much. So that a fighter that is being chased can suddenly reverse the situation so that it can shoot behind while still going forward. It can do it as long as it wants, and even more, it can actually continue turning the same circle!

So, I have these crazy ideas, but since it's yours, tell me where you would like to limit the physical model, and then it is possible to go further. The above model would change the space shooter closer to a space simulator. It is also physically feasible to make such fighters where the angle difference between velocity vector and the direction vector is minimized, this is actually what digital flight control computers do in modern jets.

Regarding leading, it is no surprise, with speeds of 200 m/s in both fighters and bullet speed of 1000 m/s, the lead must be huge, and the probability of hitting anything is practically zero, unless a laser type point-and-click weapon is used. The way modern fighters use their guns mainly from a controlled position; both fighters must turn in the same plane in order to reliably hit anything, and the fighters must be flying relatively slowly, as speed equals maneuverability.

Missiles would have quite interesting properties, they will not lose the initial velocity, but the may run out of fuel that is used for course changes. This means the effective firing range of missiles is radically improved, and the target must be constantly changing it's direction to make missile run out of fuel to change it's course. Lasers could be more range limited than the missiles, due to the beam diveregence. A spot with 1 a radius of 1 metre will not achieve anything if it hits a target (but could be used to saturate detectors), while in close range (make it several kilometers), it could literally cut fighters to pieces. If the distance is shorter, the laser cutting speed would be much higher. If the laser was pulsed, then this would simply cause smaller holes that go deeper in to the hull.

But, I have to check through the AI to find out if it really works that way or if there is something missing. However, this might take some time since the 1.st of May is coming, and the party vibes can already be felt. After that I check through the Maths of that.

Mika
Relaxed movement is always more effective than forced movement.

 

Offline Nuke

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Re: Aardwolf Presents "Everything in One Thread"
i think the main problem with realistic physics in games is floating point precision. on most 32 bit systems sizeof(float) seems to be 4 bytes, but i noticed that on 64 bit cpus, sizeof(float) is usually 8 (as is double). so its less of a problem there. but if you really want something as big as space and still want to keep any kind of precision you can either use long doubles (which will probably give you issues with opengl, since most of the ops run on the gpu which has different architecture than the cpu), or you can create a sectoring system, where by every time you move say 100,000 meters, the value is set to something like -100,000, and an int is ++ed. essentially storing an extended integral vector that represents a larger scale. for small objects the renderer need only concern itself with the nearest 3 sectors, large objects would need to be rendered with a larger scale.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Aardwolf

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Re: Aardwolf Presents "Everything in One Thread"


Those purple things are missiles.

Edit:
I've uploaded a new version that makes use of Cg shaders. Tell me if it works, or if not, what it does wrong.
« Last Edit: April 30, 2008, 03:49:53 am by Aardwolf »

 

Offline Mika

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Re: Aardwolf Presents "Everything in One Thread"
Good evening gentleman!

I thought over the AI code, I at least found a single error regarding the use of dot product, but I won't even try to describe it without additional sketches. I would need a image sharing service or e-mail address where I could send the drawings. PM me about this, if you want to further develop the shooter. Also, there is something fishy how AI calculates the accelerations.

I'll refresh my memory about differential equations governing the movements of object that "lose" mass first, so that I can write an algorithm that will turn the AI ship so that AI is able to arrive in reasonable weapons utilization parameters in shortest time possible.

Mika
Relaxed movement is always more effective than forced movement.

 

Offline Aardwolf

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Re: Aardwolf Presents "Everything in One Thread"
I DON'T CARE ABOUT THREAD NECROMANCY IT'S MY F***ING THREAD!

I'm trying to get started on a 6dof sci-fi shooter, combining elements from Descent, Natural Selection / Tremulous, and a tad of Tribes.

http://www.gamedev.net/community/forums/topic.asp?topic_id=498482

 
Re: Aardwolf Presents "Everything in One Thread"
can you PLEEEEEZ finish FS:RTS first?
Sig nuked! New one coming soon!

 

Offline colecampbell666

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Re: Aardwolf Presents "Everything in One Thread"
Yeah, I'd like to see that.
Gettin' back to dodgin' lasers.

 
Re: Aardwolf Presents "Everything in One Thread"
What about a mac version of all these games ;7?
And this ain't no ****. But don't quote me for that one. - Mika

I shall rrreach worrrld domination!

 
Re: Aardwolf Presents "Everything in One Thread"
... FS RTS first  :p

i grew up with RTS's. they were the first games i played...
Sig nuked! New one coming soon!

 

Offline colecampbell666

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Re: Aardwolf Presents "Everything in One Thread"
... FS RTS first  :p

i grew up with RTS's. they were the first games i played...
Age of Empires was my first. Or it might've been Rogue Squadron. I believe that it was AoE, though.
Gettin' back to dodgin' lasers.

 
Re: Aardwolf Presents "Everything in One Thread"
It was eithr Civ III or the Age of Empires demo that came bundled with a bunch of others in CFS1
Sig nuked! New one coming soon!

 

Offline achtung

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Re: Aardwolf Presents "Everything in One Thread"
What about a mac version of all these games ;7?

Or Linux even!
FreeSpaceMods.net | FatHax | ??????
In the wise words of Charles de Gaulle, "China is a big country, inhabited by many Chinese."

Formerly known as Swantz

  

Offline Aardwolf

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Re: Aardwolf Presents "Everything in One Thread"
Some of them are Java (and in theory work on Mac or Linux) but even some of the Java ones are a little buggy (because of differences like windows using \ and others using /

 

Offline Nuke

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Re: Aardwolf Presents "Everything in One Thread"
can you PLEEEEEZ finish FS:RTS first?

can you pay my bills?
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Aardwolf

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Re: Aardwolf Presents "Everything in One Thread"
:bump:

x several

So, I made another game. Or started one. And I was like "I wonder what this would look like if instead of using these sprites Turambar made for me way back when, before he ever even attempted to model anything, I uses a Colonial Viper Mk. II and a Cylon Raider for sprites?". And it looked decent.



http://www.game-warden.com/masterpokey/Something2D.zip << the game (may require the microsoft .net framework and the XNA 3.0 redistributable package thingamajig)

 

Offline BloodEagle

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Re: Aardwolf Presents "Everything in One Thread"
I get the non-descriptive 'it screwed up' error when attempting to run the program. :/