Well Ranak if your really that interested, your welcome to work with me on the map. I havent developed much of it beyond whats currently online.
The equations I used in game, I put in place just to immitate gravity.(Im very open to improving upon them)
Missile(projectiles, as in data launch missile effects) do not wrap, Unit projectiles do wrap, since they are being moved with a x,y velocity every game loop
This is my first attempt in a game to create a AI that can possibly change tactics and respond every game loop.
Shoot me a pm or catch me on skype if your interested in working with me on this.
Hmm...
I may be interested, Seeing as I had a project that is rather similar in WC3.
Gravity seems to work rather well.
About missiles, I think that it would be required to trigger those for wrapping mechanics to work right. If you use a larger tick period for them, Unlike wc3, can still look quite good, Due to the Instant-move function also able to smooth the model's motion. Frame skipping would not be a big issue, seeing as line collision works quite well.
The AI is actually quite good for a start, even though it has a few issues, such as it not avoiding planets quite well enough, and aiming at the current position. The first is a bit more difficult, although maybe biasing the destination away from sources of gravity, proportional to gravitational sources (Like how you aim a ball upwards so it goes farther, rather than hitting the ground right away) Would work. Not sure, would require some experimentation.
Aiming wise, The aim equation is something I had a ton of issues with, but it is fully possible to do (just have to add some artificial stupidity to avoid the AI getting constant perfect snipes, like +-10 degrees)
Thing is I have to limit the ammount of objects entered into the engine that actually use the physics because it gets bogged down pretty easily. The game can only calculate so many things before it begins to lag. Primary cause is collision detection between every object in play.
This is why the lock-on missiles are handled purely by data. And the left click projectiles have a fairly short life span.
I should prolly make the lock-on missiles only last for a short duration and not for forever.
the tick duration is as fast the as the game can possibily run it.
the collision detection
all the physics affected units are in several unit groups
all the units groups are merged
one unit is taken out of the unit group(or removed from it), has all its movement caluculated
then this unit's distance is checked against all the other units in the unit group( the distance is a collision if it is smaller then the unit's Inner radius)
if there is a collision detected a subroutine handles that
this process is repeated untill no more units are in the unit group
Alright, So it compares distance. Meaning frame skipping could be a problem with high enough speed objects.
It does add both object's radius together, right?
Also, I noticed ships that are touching tend to get stuck, rather than rebounding, exploding, taking damage, etc. Perhaps add some collision damage proportional to force?
ships getting stuck together is an issue with the collision math..... I didnt originally write that bit... so ive been holding off on re-working it. And as I said I've basically stopped working on this map.. mostly due to a lack of interest in such a game.
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Skype
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My Libraries
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My Projects
SPACEWAR Tribute
Infinite TD
But please for the love of god, make the music, atleast toggleable. I dont want to have to mute the sound, and if I want to listen to music I'll play it in the background ;)
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Hitting a moving Target: http://www.codeproject.com/KB/recipes/Missile_Guidance_System.aspx
Distance on a torus (or rather a wrappng plane): http://stackoverflow.com/questions/2123947/calculate-distance-between-two-x-y-coordinates sqrt(min(|x1 - x2|, w - |x1 - x2|)^2 + min(|y1 - y2|, h - |y1-y2|)^2) Angle is easy to caclulate as well
Well Ranak if your really that interested, your welcome to work with me on the map. I havent developed much of it beyond whats currently online.
Shoot me a pm or catch me on skype if your interested in working with me on this.
Hmm... I may be interested, Seeing as I had a project that is rather similar in WC3.
Gravity seems to work rather well.
About missiles, I think that it would be required to trigger those for wrapping mechanics to work right. If you use a larger tick period for them, Unlike wc3, can still look quite good, Due to the Instant-move function also able to smooth the model's motion. Frame skipping would not be a big issue, seeing as line collision works quite well.
The AI is actually quite good for a start, even though it has a few issues, such as it not avoiding planets quite well enough, and aiming at the current position. The first is a bit more difficult, although maybe biasing the destination away from sources of gravity, proportional to gravitational sources (Like how you aim a ball upwards so it goes farther, rather than hitting the ground right away) Would work. Not sure, would require some experimentation. Aiming wise, The aim equation is something I had a ton of issues with, but it is fully possible to do (just have to add some artificial stupidity to avoid the AI getting constant perfect snipes, like +-10 degrees)
Thing is I have to limit the ammount of objects entered into the engine that actually use the physics because it gets bogged down pretty easily. The game can only calculate so many things before it begins to lag. Primary cause is collision detection between every object in play.
This is why the lock-on missiles are handled purely by data. And the left click projectiles have a fairly short life span.
I should prolly make the lock-on missiles only last for a short duration and not for forever.
True. Questions, what is the tick duration, and does collision rely on distance checking?
@Ranakastrasz: Go
the tick duration is as fast the as the game can possibily run it.
the collision detection
@SouLCarveRR: Go
Alright, So it compares distance. Meaning frame skipping could be a problem with high enough speed objects.
It does add both object's radius together, right?
Also, I noticed ships that are touching tend to get stuck, rather than rebounding, exploding, taking damage, etc. Perhaps add some collision damage proportional to force?
@Ranakastrasz: Go
ships getting stuck together is an issue with the collision math..... I didnt originally write that bit... so ive been holding off on re-working it. And as I said I've basically stopped working on this map.. mostly due to a lack of interest in such a game.
Could use some new feed back on the newest version online.
Would love some feed back on how the camera and controls feel, as they currently are.
@SouLCarveRR: Go
Weapon power ups added
Raiden Beam weapon added .....
Current Version of Beam
Seems like a super fun game :D
But please for the love of god, make the music, atleast toggleable. I dont want to have to mute the sound, and if I want to listen to music I'll play it in the background ;)