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Author Topic: My Game So Far  (Read 22038 times)
JonoPorter
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My Game So Far
« on: September 03, 2005, 01:52:25 am »

Remember about a year ago I said I would be writing a game?
Well that was not idle talk! Even though its no where complete it has come to a point where I can make screenshots. So far it’s basically a 2D physics engine with a simple GUI interface.

Here is the first screen shot is of a large number of objects orbiting a invisible gravity well. (Notice the spiral taking shape?)


The second screenshot is of a ship that I can control running though a large number of boxes.

The last screenshot is of allot of boxes organized into 3 groups that are linked together via a spring joints. And my ship is firing triangle shaped projectiles at them.


The problem is I have come to the point where my own knowledge about physics is falling short of what I need to do.
Here I a few things I need to know about:
Fixed joints. (Basically 2 objects welded together.)
Pin joints. (Basically a Door and a Frame.)
Resting forces. (So objects won’t fall though each other.)
Anti Tunneling Algorithm (So object won’t jump over each other in one time step if there velocities are too high.)

 I’m working on the “Anti Tunneling Algorithm” right now and think I have it figured out, but all my previous attempts have failed.
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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 #1 on: September 06, 2005, 08:46:06 am »

I’ve implemented a new Collision Detection algorithm which has solved my needs for the Joints and Resting Forces.  Cool
 I tested Resting Forces by making a small planetoid with gravity and having objects fall on it.  Cheesy
 I also tested the joints by making my friends name from rigid bodies and then had the object I can control shoot objects at it. I then sent screenshots of this to my friend for his birthday.  Grin
Im still working on the Anti Tunneling Algorithm.  Undecided
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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#.
Dean
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Re: My Game So Far
« Reply #2 on: September 06, 2005, 12:09:14 pm »

Woah! Very cool!

What language is it written in? How many lines?
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JonoPorter
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Re: My Game So Far
« Reply #3 on: September 07, 2005, 02:02:19 am »

What language is it written in?

C# 
which proves i wrote all of it myself. since if you search for C# and 2D physics engine you wont find anything. at least i didnt.

The reason for me programming in C# instead of the more traditional C++ is becuase i didnt want to have all the hassel of the extra work involved in C++. Also since this is only a 2D engine i doupt i would need the performance boost C++ would give me, and so far that has been true.

How many lines?

I havn't counted them yet, but its a large number.
« Last Edit: September 07, 2005, 02:06:33 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 #4 on: September 07, 2005, 11:03:26 am »

I never saw your original posts, are you planning on developing this into a new SC game, or at least a melee? Seems like a damn good engine for the job....

Also, I saw on the web yesterday that they are now making physics accellerator cards, in a similar fashon to 3D accelerator cards - eventually you will plug then into your PCI or PCIe slots, and then they will handle the physics calucations on supported games. Cool.

- Dean
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Re: My Game So Far
« Reply #5 on: September 07, 2005, 09:04:49 pm »

I never saw your original posts, are you planning on developing this into a new SC game, or at least a melee? Seems like a damn good engine for the job....

The Plan is for the game to have a SC type melee in it but have to so your entire fleet joins the battle. I plan to have it so all the ships are modular like how MechWarrior 4 did it, but the modules will define the shape of your ship.

I’m still deciding on the storyline and how the NPC Ship commanders will work.

I’m conflicted on if I should have them just people you hire (like MechWarrior 4 mercenaries) or people you pick up along way (like Knights of the Old Republic)


Also, I saw on the web yesterday that they are now making physics accellerator cards, in a similar fashon to 3D accelerator cards - eventually you will plug then into your PCI or PCIe slots, and then they will handle the physics calucations on supported games. Cool.

Im pretty sure those cards will only do 3D physics. So they most likely will not be able to help me, I also assume they will not have dynamic gravity like i want. There are other things that im going to be putting into my game that i have never seen in a physics engine.
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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#.
Dean
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Re: My Game So Far
« Reply #6 on: September 08, 2005, 01:22:36 pm »

Sounds good!

I mention the physics cards only as a point of interest. They WILL be only for 3D, and won't be much use in a 2D environment.

I'm suprised noone else's interested in this. Don't forget to post your engine on PlanetSourceCode.com when it's done - there's thousands of people ready to praise your hard work.

- Dean
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Re: My Game So Far
« Reply #7 on: September 08, 2005, 03:26:06 pm »

I'm working on a similar project... sort of. Except it's based on timewarp, and I didn't start from scratch.

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Re: My Game So Far
« Reply #8 on: September 09, 2005, 08:47:01 am »

I'm working on a similar project... sort of. Except it's based on timewarp, and I didn't start from scratch.

Oh? Tell me more.
Like will it be part of the SC universe?
What new features you plan to put in?
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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#.
JonoPorter
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More ScreenShots!
« Reply #9 on: September 09, 2005, 09:48:47 pm »

Ive got some more Screenshots fo you!

This one is of the pin joint system. These are a bunch of bodies joined together to make the shape of humans.


This one is of the resting forces in action. its of a bunch of bodies falling onto a planetoid that has gravity.


Im still working on the "Anti Tunneling Algorithm."

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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#.
Dean
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Re: My Game So Far
« Reply #10 on: September 10, 2005, 01:39:11 am »

That's too good - you're gonna have to SourceForge it when it's done. I look forward to seeing the final game....  Grin

- Dean
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JonoPorter
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Re: My Game So Far
« Reply #11 on: September 10, 2005, 05:20:38 am »

That's too good - you're gonna have to SourceForge it when it's done. I look forward to seeing the final game....  Grin
How would i go about doing that?
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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#.
Dean
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Re: My Game So Far
« Reply #12 on: September 11, 2005, 04:25:37 am »

Just go to sourceforge.net, then create an account and a new project. It's easy, and you'll get a LOT of exposure - and you'll be joining over 100,000 other open-source projects.

- Dean
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JonoPorter
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Re: My Game So Far
« Reply #13 on: September 11, 2005, 05:00:05 am »

The Code isn’t anywhere close to being ready for public scrutiny, but that is slowly changing.

I plan for it to be very friendly to people who decide to use it, but right now its not really useable.

The hardest part of this project so far is that no one writes about 2D physics they only write about 3D physics. I don’t know how many times I’ve spent hours trying to understand equations and code that ended up being totally unneeded in a 2D engine. So if anyone asks if this is going to end up being a 3D engine, the answer is an unwavering NO.
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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#.
nathan
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Re: My Game So Far
« Reply #14 on: September 13, 2005, 08:59:58 pm »

awesome im still learnin to program and to see a game like this bein made from scratch thats cool keep up the good work were rootin for u
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