Forum Replies Created
-
AuthorPosts
-
Chessking
ParticipantHey there’s finally someone to fight! Another Oman.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThat was close. :ohmy: I don’t remember having any problems with this mission either, but I’m glad you got through it. Just wait till Dante’s Inferno… I was stuck on that one for a while.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThat was close. :ohmy: I don’t remember having any problems with this mission either, but I’m glad you got through it. Just wait till Dante’s Inferno… I was stuck on that one for a while.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThe lessons I have been doing were preparing me for building an asteroids game. So far I would say it has Newtonian flight. I am working on collisions now.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThe lessons I have been doing were preparing me for building an asteroids game. So far I would say it has Newtonian flight. I am working on collisions now.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThe station mod would be a lot smaller without those screenshots. 🙂
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThe station mod would be a lot smaller without those screenshots. 🙂
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI have suddenly started working on this again, even though my first priority program isn’t done yet. Her’s why:
I had been working on movement functions, but I was doing it all wrong. :blush: I was trying to calculate the movement vector (to be added to the players position, introducing motion) by testing if the angle of rotation was in a certain area and a certain key was being pressed, and then adding a value to the vector. For example:
if(keyIsPressed && keyCode = RIGHT) {
rotation+=1;
if(rotation >= 0 && rotation < 45) { direction.x+=1/45; }else if(rotation >= 45 && rotation < 90) { direction.y-=1/45; }//and so on. }I never got this code to run correctly, so I set out to learn about PVectors, forces, and angular movement.
Since I started my trigonometry class this year (the first section is review since I did it in Pre-Calculus last year) trigonometry has been at the front of my mind. I suddenly realized that the terminal ray on a unit circle is similar to a vector, and that the x and y distances of the new point are functions of the angle. Here's the new code:
if(keyIsPressed && keyCode = right) {
rotation+=1;
direction.x = sin(rotation);
direction.y = cos(rotation);
}
Even as I wrote the original code, I knew these trigonometric identities, but I was not able to associate the problem with its trigonometric solution, since I had done little work with trigonometry before. However, I had used the atan2() function to turn a vector into an angle measure, so I wasn't far away.
There is another benefit to the new system also. Under the old system, the maximum magnitude of the direction vector was (1, 1) or sqrt(8 )/2. Using the correct form, the maximum magnitude is (sqrt(2)/2, sqrt(2)/2), or 1. This prevents the ship from covering more space at an angle to the axes then when it is going along an axis.
Anyways, the point is, I have straitened out some simple mistakes that were preventing this update, and now have a working 2-d space flight simulator.
Also, I just learned how to use createGraphics, which allows me to use the 3-d functionalities build into processing.js. Expect decent, low cost planets. B) :woohoo:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantI have suddenly started working on this again, even though my first priority program isn’t done yet. Her’s why:
I had been working on movement functions, but I was doing it all wrong. :blush: I was trying to calculate the movement vector (to be added to the players position, introducing motion) by testing if the angle of rotation was in a certain area and a certain key was being pressed, and then adding a value to the vector. For example:
if(keyIsPressed && keyCode = RIGHT) {
rotation+=1;
if(rotation >= 0 && rotation < 45) { direction.x+=1/45; }else if(rotation >= 45 && rotation < 90) { direction.y-=1/45; }//and so on. }I never got this code to run correctly, so I set out to learn about PVectors, forces, and angular movement.
Since I started my trigonometry class this year (the first section is review since I did it in Pre-Calculus last year) trigonometry has been at the front of my mind. I suddenly realized that the terminal ray on a unit circle is similar to a vector, and that the x and y distances of the new point are functions of the angle. Here's the new code:
if(keyIsPressed && keyCode = right) {
rotation+=1;
direction.x = sin(rotation);
direction.y = cos(rotation);
}
Even as I wrote the original code, I knew these trigonometric identities, but I was not able to associate the problem with its trigonometric solution, since I had done little work with trigonometry before. However, I had used the atan2() function to turn a vector into an angle measure, so I wasn't far away.
There is another benefit to the new system also. Under the old system, the maximum magnitude of the direction vector was (1, 1) or sqrt(8 )/2. Using the correct form, the maximum magnitude is (sqrt(2)/2, sqrt(2)/2), or 1. This prevents the ship from covering more space at an angle to the axes then when it is going along an axis.
Anyways, the point is, I have straitened out some simple mistakes that were preventing this update, and now have a working 2-d space flight simulator.
Also, I just learned how to use createGraphics, which allows me to use the 3-d functionalities build into processing.js. Expect decent, low cost planets. B) :woohoo:
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThe 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
Chessking
ParticipantThe 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
Chessking
ParticipantThanks! Ever since I started programming just over a year ago, I have been trying to make things to support The survival of the game (Thus my 2-D version of the game; I am still eager to work on that, but I have some other projects I need to put some hours into. If only I could finish projects instantaneously, I wouldn’t complain. 😉 The same goes for building a paper model of the Storm Petrel.)
If you have some nice screenshots, I can add it to the download section.
I included screenshots in the mod folder, if that is what you mean. If you mean higher quality than those, I will need a few pointers on how to do that.
I wonder if I-War was as strong back in the day… 😛
With you, myself, Richard Skinner, Iron Duke, and d3rt13n; all contributing to the game; I think we are doing pretty well.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantThanks! Ever since I started programming just over a year ago, I have been trying to make things to support The survival of the game (Thus my 2-D version of the game; I am still eager to work on that, but I have some other projects I need to put some hours into. If only I could finish projects instantaneously, I wouldn’t complain. 😉 The same goes for building a paper model of the Storm Petrel.)
If you have some nice screenshots, I can add it to the download section.
I included screenshots in the mod folder, if that is what you mean. If you mean higher quality than those, I will need a few pointers on how to do that.
I wonder if I-War was as strong back in the day… 😛
With you, myself, Richard Skinner, Iron Duke, and d3rt13n; all contributing to the game; I think we are doing pretty well.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantFor controllers, I prefer my simple Joystick with keyboard:
That Cobra Mk3 must be from Elite: Frontier. I haven’t gotten to it yet, since I just finished downloading all of the mechWarrior games. (I still have to track down a working mirror of Mechcommander Gold, though). Frontier is next on my list.
It has subsystems that show up on the hull when you buy them (see for example the cargo bay extention attached to the green version and not to the red one ?). The added mass should also have an effect on how the ship’s physics behave. That is the kind of realism I would like to see in an I-War 3.
The subsystems showing on the hull is already somewhat incorporated. The Tug, Advanced Patcom, and Heavy Corvette have those modular attatchments on them. However, internal mountpoints (maybe), special subsystems (like the capsule drive), and dynamic mass would be good improvements.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
Chessking
ParticipantFor controllers, I prefer my simple Joystick with keyboard:
That Cobra Mk3 must be from Elite: Frontier. I haven’t gotten to it yet, since I just finished downloading all of the mechWarrior games. (I still have to track down a working mirror of Mechcommander Gold, though). Frontier is next on my list.
It has subsystems that show up on the hull when you buy them (see for example the cargo bay extention attached to the green version and not to the red one ?). The added mass should also have an effect on how the ship’s physics behave. That is the kind of realism I would like to see in an I-War 3.
The subsystems showing on the hull is already somewhat incorporated. The Tug, Advanced Patcom, and Heavy Corvette have those modular attatchments on them. However, internal mountpoints (maybe), special subsystems (like the capsule drive), and dynamic mass would be good improvements.
This is one tough navy, boy. They don’t give you time off, even for being dead. -Clay
Storm Petrel
-
AuthorPosts