smcameron

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smcameron
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  • FWIW, in SNIS, we do 2 passes to get more depth buffer precision (I didn't implement that part of it though, my friend Jeremy did that part.) The code is here, not that it's particularly exemplary. There are some artifacts that are visible for alpha…
  • Here's a little tutorial about how to use the Navigation screen. I'll probably make some more about the other screens soon.
  • BTW, cheapest place I know for components is http://futurlec.com although they are somewhat slow to fill orders (might take a month). Don't think they have motorized faders though. They do have 60mm sliding potentiometers for $1.30 each and rotary …
  • > I'm wondering how SNIS solves this with 3D. I can write about that a bit. There are waypoints on the science screen, where the player can either type in x,y,z coordinates, or drop a waypoint at the current location of the ship. These waypoint…
  • So, while watching a review of this HOTAS joystick/throttle/rudder pedals combo, I realized that the missing RJ12 to USB adapter is actually not a problem after all because the throttle has an RJ12 socket into which you can plug the rudder pedals, a…
  • So I've got the basics working with this HOTAS joystick setup today-- not counting the rudder pedals -- my cheapo "open box special" turned out to be missing a RJ12 to USB adapter that's apparently needed for the rudder pedals. D'oh! (I suspect so…
  • Looky what I got... Space Nerd accoutrements. Will probably take a few days before I get all this working with the game.
  • Huh. I recently added "life support" to Space Nerds In Space -- it's pretty much as you describe, a battery that kills you if it runs out of juice (O2) but which, when working, uses a small amount of power and charges up on O2. For my game, it's j…
  • So, I've been pecking away at the RTS implementation. Tough going. A few concerns: 1) How do I balance things like: * rate that money builds up (and thus rate players can build units). * time it takes to build various units * time it takes s…
  • So I thought I'd try some live code streaming... don't know if it's very interesting or not, but FWIW:
  • Waypoints, yes, definitely. I have some vague thoughts about "squadrons", where you could assign ships to squadrons, and assign orders to squadrons, but I haven't thought about it very deeply yet. My UI, such as it is, is suffering a bit from the "e…
  • Here's a little demo of what I have working so far in the way of adding a Real Time Strategy mode into Space Nerds in Space:
  • > Would you consider adding the ability for additional players to jump in the game and control these new units? Either as a big crew or single pilot? This would be a fairly big job to add, so it's not something I'm planning on. Way way back (20…
  • I've been thinking about Comms again. Here's my idea to make Comms meaningful: Add a real time strategy mode into the game. I imagine something along the lines of the granddaddy of all RTS's, Herzog Zwei (Sega Genesis game from 1989 or so. Look it …
  • Finally got tired of faffing about with trying to record videos on linux via software methods and sprang for an HD video capture device. Audio is recorded with a Zoom H4N (but with low batteries, so it's a little distorted.)
  • Experimenting with specular reflection on planetary rings.
  • Looks cool, congrats on getting Helm and Tactical working, since as everyone knows, driving and shooting are the two most important activities of a starship captain.
  • Space Nerds In Space Lua Scripting Tutorial videos: Part 1: Part 2: Part 3: Part 4: 
  • Played around with this for a bit. Couple things I noticed (of which you're likely aware already, but I'll mention anyway): 1. The direction indicator on the helm is a very very tiny dot. That should probably be made more visible, maybe a little t…
  • Cool. One thing I noticed while making Space Nerds In Space is that there's a tension between realism and fun. For example, if you try to make planets and ships realistically sized, your space will be so huge, and you'll have to travel so fast tha…
  • Not to dissuade you at all, but, well, you'll need 4 or 5 of them won't you? That's the attraction of booting from USB -- that you can use the windows laptops that your friends own, just boot them off a USB temporarily. The (very very very few) ti…
  • Quick demo of new attitude indicator and yaw/pitch/roll rate indicator on the navigation screen:
  • Holy cow, somebody's actually playing this thing? Alright. So the factions are pretty shallow. There's a hostility matrix in share/snis/factions.txt which defines the factions and their territories and how they feel about each other, and that is …
  • Some minor progress on Space Nerds In Space. Improved UI sound effects (I think), most buttons make some kind of sound now. Added tooltips to all buttons and sliders. Now you can eject the warp core. I need to work on the warp core ejecting mechanic…
  • I made an error previously. I wrote "each opcode is 1 byte, and each opcode takes a 1 byte value along with it". That's not correct. The opcode and value are both unsigned shorts (16 bit unsigned numbers.) So, my previous example to set the mane…
  • Another thing occurs to me. I suppose for what you're trying to do, the damage control screen in SNIS with the little virtual robot probably doesn't make that much sense. You may wish to build some physical representation with the various systems …
  • Oh yeah, there is a Lua API to the server side of the game as well, so you can tailor your LARP experience with that. The Lua API is described here: http://github.com/smcameron/space-nerds-in-space/blob/master/lua-api.txt and there are a few exampl…
  • I think most of what you want to do is possible... though will take some work. I had already planned at one time to build some physical modules to interact with the game, but those plans got shelved when I ended up moving across the country for a n…
  • Hi DaGregor, your project sounds interesting. I'm the guy that made Space Nerds In Space. I'd be happy to answer whatever questions I can. You should be able to find my email address on my github profile if you'd like to email me (you may have to…
  • A couple new features added recently: 1. You can now set up to 10 waypoints on the Science station, either by typing in X, Y, Z coordinates directly, or by marking the ship's current position. The waypoints are selectable from the list of waypoint…

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