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smcameron

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smcameron
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  • I think the limit theory video I was thinking of was this one:
  • Interesting, I did not know about 80-bit "long double". (BTW, you no doubt mean "thruster", rather than "truster".) The "slip tunnels" sound a bit like something I saw in some Limit Theory video that I can't seem to find now. (That was a beautiful…
  • Ha, yeah I have pondered the precision problem as well, multiplayer really throws a wrench in it. I am using doubles (64-bit) for world coordinates on the CPU, and in critical spots in the rendering code, and have a fixed origin. And still (iirc, …
  • This seems like it fits in this topic. "In this 2017 GDC session, Red Storm Entertainment's Jay Posey shares his experience as lead writer and senior designer developing Ubisoft's VR game Star Trek: Bridge Crew, and explains how Red Storm tackled t…
  • Added a new mission script, "El Cubo de la Muerte", run by typing"cubomuerte" on the demon screen.
  • Just some video of cruising around, looking at stuff.
  • Here's Space Game Junkie's almost 2 hour interview with the main (only?) programmer of Objects in Space. Also it evidently is multi-player (the developer said it had been designed with multiplayer from the start), although I've not seen any video o…
  • And, with the the following 6 lines of code I just commited: https://github.com/smcameron/space-nerds-in-space/commit/67d5baf5211d00561acff721d9f2b44403256c8b You can now go on the demon screen and type "set main_nav_hybrid = 1" and the nav screen…
  • May I suggest adding a small window with a Camera View in Navigation mode? You know you can drive from the main screen view, right? Same keys as on nav to steer. Normally, the navigator would be able to see the nav screen and the main screen at …
  • Hi, just signed up for the forum the other day. Got SNiS running on Fedora about a week ago. Can't quite figure out how to dock but otherwise having fun before I die from Asphyxiation lol. Heh. To dock, get close to the starbase (within 5000 unit…
  • Experimenting with specular reflection on planets without using a specular map... Still need to tweak it a bit though.
  • I noticed this: https://www.starshiphorizons.com/forums/default.aspx?a=top&id=301299 What to expect in Release 9 on Sunday, February, 24, 2019 11:15 AM Alright gang... Release 9 has been this vapor-ware quality thing that has taken way too lo…
  • Just now I pushed a change that should make it work with OpenGL 2.1, so you might want to git pull again. https://github.com/smcameron/space-nerds-in-space/commit/774ebd19511c4820016a795e854de9c17cd4749b Edit: 2.1, not 2.0. I forgot to use the ma…
  • That is probably a problem I recently introduced without realizing it and fixed yesterday night. https://github.com/smcameron/space-nerds-in-space/issues/194#issuecomment-464473741 Try git pull and see if it helps.
  • Thanks for the feed back about the Pi. In this case all the stations had linux installed natively and we compiled the code on each one. Lucky for me there are a lot of people around here who run linux.
  • It would probably be better to chmod or chown the device node to allow normal users to access it than to run EE as root.
  • A bit of game play footage from earlier...
  • Digging in to this, this is probably due to https://github.com/smcameron/space-nerds-in-space/commit/3c8ea5c71021b3eb3ede34543013d30cce117529 Which I may be able to revert that tomorrow and maybe make it work with opengl 2.1. (I would have thought…
  • > Error GLSL 1.3 That's the problem. Your laptop doesn't support GLSL 1.3. If you run snis_launcher instead of quickstart, then launch the lobby, multiverse, snis_server, and the limited client, (1, 2, 3 and 5) you might have better luck, beca…
  • Today I have been experimenting with procedurally generated "greeble" normal map textures. I don't think I will use this in its current form -- not quite good enough -- but it shows promise: The code for generating the normal map texture is here.…
  • Yup. If you do try something out, let me know how it goes. If it is able to run OK on a Pi 3, that would be super cool. Probably some of the stations (comms, engineering, damage control, maybe science) would run alright, maybe even on an older Pi…
  • That post was almost six years ago, and I doubt the game will run well on a Pi anymore. Feel free to try, but I don't think it will be a good experience, I expect the little Pi just doesn't have enough horsepower.
  • In case anyone might be interested, there are some live bootable x86-64 Arch Linux ISO images with Space Nerds In Space pre-built now. I don't think they contain all of the art assets, but enough to be playable. I haven't tried these myself. You c…
  • If you have the x,y positions of the objects, how about math.atan2(y2 - y1, x2 - x1)? Depending on in game coordinate system, you might have to play around with the signs or rotate 90 one way or another.
  • It occurs to me that it could be the autowrangler code has left a lock directory in /tmp that is meant to prevent multiple snis_servers running the same solarsystem on the same machine. Stop all SNIS processes, either from snis_launcher (menu item …
  • Alright, so it seems snis_server isn't starting, or is exiting for some reason, so yeah, check the logs, and run with "ulimit -c unlimited" and see if it's dumping a core file. I opened an issue on github: https://github.com/smcameron/space-nerds-i…
  • Re: trackball... this reminds me, a few years ago I saw a couple guys at the Bay Area Makerfaire from UC Davis that were making a bridge sim called "Mayday 2763", and they had made a trackball out of a bowling ball. I took a pic: https://plus.goo…
  • Also, if you run "ulimit -c unlimited" before starting snis_launcher, then if anything crashes it should leave a core file around and then "file core" will tell you which program crashed -- not that I am expecting anything to crash, though it would …
  • Are you using snis_launcher? (I assume so, and I assume that the "1, 2, 3" you mention are from this menu: 1. Launch SNIS lobby server The lobby server allows clients to find servers There should be one lobby server total. 2. Launch SN…
  • I can't recommend playing SNIS remotely. I've tried it once by myself, running a server on a digitalocean droplet in NY, while my client was in Virginia, and while it worked much better than I expected, it was not completely free of hiccups, every …