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Author Topic: Xarit's Logs on Unity Engine Game Programming  (Read 7695 times)

delphonso

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Re: Xarit's Logs on Unity Engine Game Programming
« Reply #15 on: September 20, 2021, 07:38:21 am »

This is pretty cool - can't imagine the difficulty to procgen 3d stuff, even if it's mostly just spheres in a vaccuum.

xaritscin

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Re: Xarit's Logs on Unity Engine Game Programming
« Reply #16 on: September 22, 2021, 01:08:17 am »

Log 2021-2

Spoiler (click to show/hide)

Well turns out you can just set a point light as a child of an object and crank the range/intensity values to huge numbers to get a decent result. i spent a lot of time looking at how Newtonian Flight works in other space simulation games and to be fair it seems no one actually has a basic setup of how its calculated.

so i decided to just add a Thrust and Rotation strength value to multiply the vector values when applying force to the ship. now the ship actually feels like it has no inertial dampening while still pulling its weight on any direction.

What works:

-The star is producing light
-The test planetoid is getting baked in sunlight
-the ship feels more like in Elite or X3-4 with no speed dampening

Whats missing:

-Brakes dont work as they should (seems applying a counterforce to the object doesnt cancel movement)
-Orbitals havent been implemented yet
-Spacebar as a way to swap into aiming mode (ship changes direction with the mouse rather than with keys)
-Max Speed limits so space combat doesnt feel like jousting due to ships going into ludicrous speed(?)
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Hwongfish

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Re: Xarit's Logs on Unity Engine Game Programming
« Reply #17 on: September 22, 2021, 10:02:21 am »

Oh yeah I remember you really! I read the whole article carefully!  8)
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