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Author Topic: My Game So Far  (Read 19939 times)
JonoPorter
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Re: My Game So Far
« Reply #30 on: October 05, 2005, 04:46:28 am »

I just made the Source forge project and here is the address:
http://sourceforge.net/projects/physics2d
I have yet to do much to the project but that will change in time.

I will be putting what I have in terms of source code on there in a while, and maybe you guys can help me figure out a "few" of the bugs I have.
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My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: My Game So Far
« Reply #31 on: October 17, 2005, 08:15:31 am »

I put the sourcecode for the Physics part on SourceForge a while ago, but not the part that renders it. I Finally fixed a problem with friction so i most likely will put up a new version on SF.net I Do Plan Put up the driver part so you guys can screw around with it.

Once i do 2 primary things and a billion little things ill start on the game itself!

I might be rewriting a few parts of it in C++ to see if that speeds anything up.

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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
alatari
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Re: My Game So Far
« Reply #32 on: October 18, 2005, 01:23:52 am »

Keep up the good work.

I got my undergrad degree in Physics but I'm sure my understanding of mechanics would be enhanced by understanding your code. 

Any plans to simulate relativity?
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Re: My Game So Far
« Reply #33 on: October 18, 2005, 05:46:51 am »

Any plans to simulate relativity?
I entertained the idea when I first started, but I would need to recode a lot of things and it would constrain the engine to a single point of view at a time. That would make it useless for multiplayer. So I have given it some thought.


When it comes to the actual game I’m making I plan to have a hyperspace or something to that effect that ignores the relativistic effects of traveling near or faster then the speed of light. Just like most games out there.
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My Remake of UQM.
My 2D physics engine
Both are written in C#.
JonoPorter
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Re: My Game So Far
« Reply #34 on: October 19, 2005, 02:57:54 pm »

While talking about traveling faster then the speed of light I just had an idea. According to the equation thought up by Einstein an item traveling faster then the speed of light goes back in time. So that led me to think about time travel. It made me think of a rather interesting concept for a computer game or a sequel to SC2. 

The idea is as follows:

After the ship explodes you have a vision out of time just like in SC3 but instead it’s of the past. You see yourself doing things that you have never done. Like giving a warning to the Talio about the Dynarri So that they would have the mind shield built right before their destruction or causing the Starship factory on Vela to go into sleep mode so it will be functional in your time. So the Game would consist of you going back in time to make sure all the items that were there for you use to be there when you used them.

could also make it so that on each mission it would be more of a “splinter cell” stealth mission then “If it moves blast it” game. You would have to avoid certain races or ships and such.

I think it would be an interesting game to play. And if anything it would be an interesting fan fiction. I just wanted to get this idea out there.

I don’t claim to be able to write in English but I try the best that I can.

Now About the Game Im Writing
I’ve fixed a few problems and added a run able project to the file releases on the source forge project. I have even added a webpage.
http://physics2d.sourceforge.net/
« Last Edit: October 19, 2005, 03:02:35 pm by BioSlayer » Logged

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My Remake of UQM.
My 2D physics engine
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Re: My Game So Far
« Reply #35 on: October 19, 2005, 09:42:54 pm »

Good idea for making StarControl 3 never happened.  You shifter time lines by going backwards.

Like the string theory episode of TNG where Enterprise C and D meet and Tasha Yar is alive.

BTW, have you thought about encoding the entire 11 dimensions of string theory into your physical model?  I was thinking of going back to college and taking a class in String Theory and the Grand Unification attempt with Euler's theorum.   Coding that into a program would certainly help me understand it much better.  You seem capable of understanding this more easily than I will be able to.

Dimensional shifts like in SC2 are possible:  The dimensions are like sliced bread and every so often two touch at a point and interact.   

Trying to wrap my mind around 11 dimensions/degrees of freedom is ....  wee ooo hard.
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Re: My Game So Far
« Reply #36 on: October 20, 2005, 02:40:42 pm »

And while you're at it, encode a reverse disco sandwich duck in your physical model. With ketchup and fractal parking.
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Re: My Game So Far
« Reply #37 on: October 22, 2005, 06:53:28 am »

would you like fries with that?    Wink
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My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: My Game So Far
« Reply #38 on: October 23, 2005, 11:34:46 pm »

Just had a brief look at your source code. I'm only a lowly C programmer, but I'm already im the process of signing my future house over to you...

But seriously, i'll have a more in-depth look tonight - should proove interesting. I didn't see yet; is there any documentation along with it?

- Dean
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Re: My Game So Far
« Reply #39 on: October 25, 2005, 11:06:46 pm »

But seriously, i'll have a more in-depth look tonight - should proove interesting. I didn't see yet; is there any documentation along with it?
I’m a firm believer in self documenting code, and I have tried to follow that concept by giving all the variables names that have meaning and that are not acronyms. The main reason for this approach is if I spend that time to comment code and then decide to radically change the code then I would have to re write the comments.

Since good naming of variables names can go only so far, I’ve put into the upcoming new version I’m working on there are a lot more comments on some of the more obscure classes and methods and the ones that most likely won’t change.

As for MSDN type documentation? Its gunna be a while.

But, since I’m a programmer not a writer I apologize ahead of time if my comments make absolutely no sense.  Undecided
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My Remake of UQM.
My 2D physics engine
Both are written in C#.
JonoPorter
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Re: My Game So Far
« Reply #40 on: October 30, 2005, 03:36:42 am »

Well I Updated my Physics engine again and this time I Added Explosions and an event that is used to make things explode.
Take a look:

Its getting to the point where still images can no longer do the engine justice.


How many lines?
I just got a line count and it is 5,752. Only if I had a dollar for every line I’ve written then I could pay for one semester of tuition!



And while you're at it, encode a reverse disco sandwich duck in your physical model. With ketchup and fractal parking.
Is this close to what you were thinking about?
« Last Edit: October 30, 2005, 04:07:34 am by BioSlayer » Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: My Game So Far
« Reply #41 on: October 30, 2005, 06:14:58 am »

I havn't got a decent version of Studio.NET - can you email me a binary? It is acessable via ActiveX API's, or just the .NET framework? I'd love to be able to experiment with this!

Pfft to the number of lines. I wrote a VB program called "DeepLook" which, incidentally, profiles VB projects and it tells me that it has over 9,000 lines.... Cheesy

But seriously, you need to advertise this or somthing. It's WAY COOL and I want to be able to interfact with it with good ol' VB6....

- Dean
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Re: My Game So Far
« Reply #42 on: October 30, 2005, 12:59:53 pm »

And while you're at it, encode a reverse disco sandwich duck in your physical model. With ketchup and fractal parking.
Is this close to what you were thinking about?
Close. But this looks like a forward disco sandwich duck to me.
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when the Creators return
then we can finally rest.”
JonoPorter
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Re: My Game So Far
« Reply #43 on: October 30, 2005, 08:37:40 pm »

I went for a sentance per sentance reply.
Like the kohr-ah did when they said
We did. You did. Yes we can. No.


I havn't got a decent version of Studio.NET - can you email me a binary? It is acessable via ActiveX API's, or just the .NET framework? I'd love to be able to experiment with this!
You should get one - I did. It is .Net so i dont know about active x.

Pfft to the number of lines. I wrote a VB program called "DeepLook" which, incidentally, profiles VB projects and it tells me that it has over 9,000 lines.... Cheesy
Number of lines is not a good way to gauge programs since you could write and entire application in one line in perl. If you got a dollar a line you could pay for 2 semesters.

But seriously, you need to advertise this or somthing. It's WAY COOL and I want to be able to interfact with it with good ol' VB6....
I would be happy to but I know nothing about advertising except it costs money. Thanks.

And while you're at it, encode a reverse disco sandwich duck in your physical model. With ketchup and fractal parking.
Is this close to what you were thinking about?
Close. But this looks like a forward disco sandwich duck to me.
Is this better?
« Last Edit: October 30, 2005, 08:56:26 pm by BioSlayer » Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
meep-eep
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Re: My Game So Far
« Reply #44 on: October 31, 2005, 02:38:02 pm »

Is this better?
Marvellous. And yes, I'd like fries with that. Tongue
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“When Juffo-Wup is complete
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when the Creators return
then we can finally rest.”
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