jeffM
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That's better than nothing, thanks. The current theme does need serious help, it is mostly unreadable.
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(Image)
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Have you thought about giving it a more traditional "topic" view on the main page instead of the giant list of seemingly unorganized posts that come up? Something more like phpbb/fudforum/etc... such as. (Image)
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transferPlayersToShip takes a pointer to a PlayerSpaceship as it's argument, a CPU ship won't be of that type so it will not work. PlayerSpaceship are a different class from regular Spaceship. PlayerSpaceships can be cast down to SpaceShips, but Spa…
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I believe that will show both factions in the science database, so your players could know beforehand that the Kraylor may change to friendly. This is because the science database is pre-populated with all factions at startup.
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Yes, development happens when I cannot it in. I had to take a little break to get some features stared for the next release of an open source project I work on, but that has settled down now. My plan is to get a basic single ship simulation going w…
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Yeah they are placeholders for now, I may draw a ghost line when there is a firing solution ether way so you know.
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Been taking Daid and smcameron's advice into account and reworking the radar/sensor map. (Image) this view will always be relative to the ship and show things above and below your current plane elite style. Here is a video of it in motion https:…
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That is unfortunate.
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do you have any plans to make it build with visual studio?
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KSP is full 3D with out any kind of assistance, and I think the point of that game is to show people how hard orbital mechanics is. If you've ever played Elite Dangerous, you've seen full 3D with assistance (usually toggletable on the joystick) and …
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What is the expectation from a navigator for a game that supports full 3? Is it the same "click on a target and have the ship allign with it" type of behavior? Is it more complex "realish" flight simulation mechanics like EliteD…
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it's just at the very start of development. I work on it when I can.
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I believe the winsock limit is set by the OS, the compile time define does not change the OS settings, note this line from the article you posted " It must be emphasized that defining FD_SETSIZE as a particular value has no effect on the actual…
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1) yes the main display app should be on the 3 big ones, windows, osx, linux. The console app should be available for those as well as whatever mobile devices I can test on. I also have plans for an API, so the main display app could have plugins t…
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The engine is Unity, and the models are various ones from the asset store. I've been picking them up for years now when they go on sale :). The thruster is using unity's "shuriken" particle system. It supports ranges for size, speed, and …
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Short gif of the current out the window view. (Image)
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There are only so many space words, I didn't want to fret over all possible overlaps. There is already a bridge sim with horizons in it so that was out. At one point the code base was just called "Boldly" as in To Bodily Go", but I …
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Dofuso, It will actually be called New Frontiers. New Horizons is the name of an existing NASA probe and I accidentally type that all the time :)
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That's what display lists were supposed to be for, the list commands get cached, then you only send the list calls over the wire to do the draw.
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That's basically what the original OpenGL specification was for, the actual 3D part was done on another system, then the screen space GL fragments sent to the X-Windows system for display. that's why early GL 1.x doesn't have direct memory access to…
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Thanks for the input. The main map view is an orthogonal projection onto the plane the ship is in, so yes as the ship pitches up and down, the projection plane rotates with the ship, it’s a slice of space. The images are halfway between a mock-up a…
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Expected Bridge Layouts. These screens and the others planned are expected to be setup in the following layouts. Standard layout This layout is the default expected layout, with all crew members in the same physical location. (Image) The syst…
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System Details FTL Power The FTL system uses the most power of any system on the ship, and generates the most heat. The FTL system has additional states, such as warming/cooling and charging that are displayed in a separate status bar. Sub-system…
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creen Layouts Engineering (Image) Engineering as expected shows detailed information about the ship’s systems. This graphic is not complete, but does show all the various items that will be available to the engineer (not all system have all items…
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Screen Layouts Tactical (Image) The tactical station shares a number of elements with the navigation station, for consistency in interface Control Sections (A) Main Map The main map is identical to map from navigation, just with more section…
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Screen layouts Navigation (Image) The ship is navigated in full 3D space using realistic physics, with a flight assist system to help out the pilot as needed. Full real physics controlled by a human can quickly get out of control and become non-fu…
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Ahh that's were they were from. You probably want to provide more then just attribution, also what license each of the assets is released under. As it sits right now the assets look like they are GPL like the code since that is the only license fil…
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Also, have I seen that ship somewhere else? it looks very familiar.
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By switching the compiler to TDM GCC and using that build of SFML I am now able to build on windows. By changing the GL libs you mentioned and removing sfml-main from the link dependencies I am able to build on linux.