IronDuke’s Space Game

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  • #18221
    Chessking
    Participant

    The idea of using textures to store hull values and armor is very interesting, and I think it would work very well. Some of the mechWarrior games have darkened hulls and armour values, but this is for each section, not each pixel of texture. :cheer:

    Yeah, I’ve got school starting too. However, my third lesson of trigonometry used a 2-d space game as an example of using trigonometry, so that was cool. B)


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #18317
    IronDuke
    Participant

    A wee update…

    For September, I’ve been working on the Unofficial Unity Community Art Challenge. The them was “The Ship,” so naturally I made a spaceship. But I decided to be evil and make one that can also be used in my space game.
    Here’s a link to the Unity forum thread, with embedded Sketchfab: http://forum.unity3d.com/threads/unofficial-unity-community-art-challenge-sep-2015.351437/

    This morning I finally stopped doing research (aka Unity manual perusing :blush: ) and started coding on the texture-based damage model. It looks like it can be accomplished, and I’ve only hit one problem. How do I take a three-dimensional position in the scene and find the closest spot to it on the UV map? πŸ˜• I shall find out! NO ONE CAN STOP ME!! πŸ‘Ώ

    I’m hoping that by the end of the month I’ll have some form of pewpew set up for the game, but I’m not counting on it for several reasons:
    1. Elite: Dangerous 1.4 is scheduled for October 6th. :cheer:
    2. My parents take a several day trip next week, and bought quite a few new games, movies, and books to keep myself and my siblings busy so we don’t annihilate each other. :whistle:
    3. Life. πŸ™

    A little candy for the greedy: I’m thinking I may release a build of the aforementioned pewpew once it’s done, just for our loyal I-War2 fans here. :cheer: It won’t be much, but appetizers have a funny habit of making one really REALLY hungry. The basic purpose of the release would be similar to the E: D combat alpha. Testing, testing… is this thing on? πŸ˜›

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #18320
    Chessking
    Participant

    Perhaps hou could make the textures themselves 3d, the way 3d Perlin noise is used to texture 3d objects? Picture the texture having the same shape as the object, so it can slip right over the model. Implementing this in Unity might be hard, though.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #18322
    7upMan
    Participant

    I like this a lot. The ship looks straight out of the I-War universe, complete with undockable head section and all. Would really like to fly this beast myself!

    P.S.: It was fun to see you in the Limit Theory forum! πŸ™‚

    #18325
    Chessking
    Participant

    I hadn’t even looked at the link. I wasn’t expecting there to be screenshots. It has some obvious resemblances to the Dreadnaught, and the roundness of the body reminds me of the puffin/heavy corvette. IronDuke, you are way past me in the 3-d modelling department.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #18327
    IronDuke
    Participant

    [quote=”Chessking” post=19903]I hadn’t even looked at the link. I wasn’t expecting there to be screenshots. It has some obvious resemblances to the Dreadnaught, and the roundness of the body reminds me of the puffin/heavy corvette. IronDuke, you are way past me in the 3-d modelling department.[/quote]
    I designed the ship to look like a heavy corvette turned patcom, with Dreadnaught elements. But the similarity to a puffin was purely coincidental. I made the fuselage by stretching a sphere, which is what PS did for the puffin. Also, the ship is based on the Phoenix in the game lore, so I had to keep similarities there too.
    BTW, I doubt I’m really all that much better than you at modelling. This is the first model I have definitively completed in Blender, with UVs, texturing, and what not. If it’s any consolation, I know so little about procedural stuff that I go “Huh?” every time someone says perlin. :blush:

    Great to see you too, soda man! It’s always wonderful to see people getting into other space games. (It means mine might have more fans… (runs away really fast))

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #18330
    Chessking
    Participant

    I have completed a model in Blender, minus UVs and texturing. I haven’t imported it to Unity yet, but would really like to import it to EOC. I haven’t found a way to import as a .lws yet, though. For comparison, I have attached an image of my model (a spaceship of course).

    I am trying to enter a competition about the science of the future, and my submission will be on Procedural Content Generation. I have been working hard the last few days building rendering engines for 2d textures. I have not been using Perlin noise in these engines. I have not yet figured out how to create a non-repeating, but always shifting texture, the way Ken Perlin did (although I still have some untested ideas). Here‘s a page written by Mr. Perlin that I need to study more. My largest inspiration for Procedural Content Generation has been Limit Theory.

    Attachments:
    • screen1.png

    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #18381
    IronDuke
    Participant

    !!! TEXT WALL INCOMING !!!
    !!! EVASIVE ACTION !!!

    Guess what guys??

    How do I take a three-dimensional position in the scene and find the closest spot to it on the UV map?

    I found out! πŸ‘Ώ
    Turns out Unity has this handy little function where you can do a raycast on colliders, catch the UV position of the raycast hit, and from there get the pixel where the raycast hit. Since lasers and other light-speed weapons use raycasts, and I have a special high-speed collider I programmed (that NEVER goes through stuff by accident) using raycasts as well, things are awesome today. :cheer:

    I got a little test working, which uses a special texture updated every frame. The texture is not applied to a model or material or anything; it is never seen. It is used as a way of storing damage at positions on a ship. I got a little test working, where I used a quad and a little extra code to have the mouse play laser and leave a trail on the quad. Normally you wouldn’t see it, but I cleverly wrote code to set the visible texture pixels to the same as the damage texture pixels. I also wrote a loop that runs through every pixel on the damage texture and increases the color slightly. Autorepair, anyone?? :cheer:

    Where the mouse is positioned is detected every frame using a raycast, as mentioned above, and whatever pixel got hit I reduce to color 0. (The damage texture is alpha only, to save processing power – don’t need color here.) The autorepair causes it to fade in, making a glorious laser trail wherever the mouse goes on the quad.
    And the best part? I did it all in under 100 lines of code!! πŸ‘Ώ

    NVidia Geforce Experience isn’t working right, or I’d record a video with Shadowplay to show you guys my baby in action. (I don’t use Afterburner anymore…) I’ll try to re-install it, and give your eyes a feast! πŸ˜‰

    Things still needing done before I can implement the system as a gameplay device are:
    1. Make the pixel trail a trail. If I move the mouse fast enough, the affected pixels might be twenty pixels apart each frame, making a trail of separated dots. :blush: I just have to save the position of the affected pixel each frame, then on the next frame, catch all pixels between the previous and the current one. Then spread a frame’s worth of damage across them. This way sweeping a continuous laser beam across a ship in one second does less damage where it travels than if you took three seconds, and holding it in the same spot may expose the enemy ship’s innards. (This is a good thing…:lol:)
    2. Make the trail of damaged pixels have width. Currently it is just a one-pixel line, so what I need to do is have lasers affect an area with damage fall-off from the center. I will also make it so that tightening up your weapons’ shots will result in a smaller hit area with the same total damage, resulting in increased damage to those affected pixels, meaning a higher chance of punching through the hull to damage systems. I’m not sure how to catch pixels surrounding a single pixel, but Unity helpfully includes the source code for the image effects, and I plan on learning what I need from checking how they did it for light bloom, which spreads out from a single location with fall-off from center. :whistle:
    3. Make the autorepair more realistic in how it works. One part of this will be not affecting all pixels simultaneously and equally, which is ridiculous. Instead, the maximum number of pixels that can be repaired at a time will be determined by the autorepair effectiveness (more expensive ones can do more work, naturally). Also, I plan to make pixels only repairable if at least one neighboring pixel has health above 30%. This way repairs won’t start in the middle of a hole in the ship. :blink:
    4. Speaking of holes, I also plan to write a thingy that will check for detached hull sections. Basically, if you manage to decrease the health of an amount of pixels to 0 and by that separate an area of the ship (like make a circle/donut of killed pixels or a band around a wing), then detach that geometry entirely from the ship and assign it its own gameobject, rigidbody, whatnot. The autorepair would only be able to fix that problem if it’s small, and it would take a LOT of autorepair materials. You didn’t think you had infinite autorepair or something, did you?? πŸ˜›
    5. Set up a proper relationship between the visible texture’s pixels and the damage texture’s pixels. This will be something like this: at < 80% health of the damage pixel, the corresponding visible pixel(s) will start turning gray. At < 50% health, it/they start turning black. Burn marks, woohoo! At < 20% health, it/they start to glow from heat. At 0% health they become transparent to show that there is now a hole, and any shots hitting there will have all damage dealt to the ship's internal systems, which is really the only way to destroy a ship in my game. No more reduce hull to 0 and boom! Gotta get PAST hull, and kill insides to render the ship unable to fly. Don't worry, there will still be highly explosive stuff inside the ship to guarantee pretty booms. 6+. There will be other things that will crop up, so don't expect a short timeline.:( But I'll try to get a working thingy as fast as I can. Any questions, hurl my way and I'll answer with glee! --IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #18383
    Chessking
    Participant

    Awesome!

    The only problem I see is that when a section of the texture is turned invisible (indicating a hole) the player would probably be able to see through the ship, since the insides aren’t rendered. You would need something to cover up the hole.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #18386
    IronDuke
    Participant

    [quote=”Chessking” post=19929]Awesome!

    The only problem I see is that when a section of the texture is turned invisible (indicating a hole) the player would probably be able to see through the ship, since the insides aren’t rendered. You would need something to cover up the hole.[/quote]

    Nooooo, the insides are tooootally going to be rendered! There’s no way I’ll put holes in ships just so people can gaze at inverse geometry. I’m putting holes in ships so people can see the very poppable goodies inside.:cheer:

    Thanks for mentioning that. I already knew about it, but you have reminded me to clarify. Every ounce of the ships innards is going to be fully rendered, and possess full-blown colliders for the ultimate combat. For optimization, however, I’ll use occlusion culling and magic rabbits to turn off rendering the insides if you can’t see them. (Hull intact or just not looking…) Not only will you be able to see the ship’s insides (is that the reactor core??), but you will be able to watch your shots pass through the hole and destroy stuff. (It is! Fire all weapons! *BOOM*:evil:)

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #18388
    Chessking
    Participant

    Ok, thanks for clarifying. I thought you would do something like that.

    I haven’t heard of magic rabbits before. I might learn something useful by researching it.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #18391
    IronDuke
    Participant

    [quote=”Chessking” post=19931]Ok, thanks for clarifying. I thought you would do something like that.

    I haven’t heard of magic rabbits before. I might learn something useful by researching it.[/quote]
    LOL I was kidding about magic rabbits. :lol::lol::lol: Just my typical semi-casual silliness. I just meant I’d use me magic coding stick to make cool things happen; basically do stuff I don’t know how to yet but will when it’s needed.

    Best laugh I’ve had all week, though. :silly:

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #18393
    Chessking
    Participant

    :blush: :blush: :blush: :blush: I see…

    In that case, I already know how to use magic rabbits. I can visualize a program using raycasting in my head, and how it would all work, but I have had zero experience in the area.


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

    #18396
    IronDuke
    Participant

    [quote=”Chessking” post=19933]
    In that case, I already know how to use magic rabbits. I can visualize a program using raycasting in my head, and how it would all work, but I have had zero experience in the area.[/quote]

    Exactly!
    Maybe it could become an official developer term… πŸ˜›

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. πŸ™‚

    #18398
    Chessking
    Participant

    Maybe I’ll make a point of using it in the future. πŸ˜‰


    This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay

    Storm Petrel

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