directive0
Very Active Member
I've been working on a little space game recently. Thought I'd show off my progress and solicit suggestions from the people here.
https://squaredwave.com/wiki/index.php?title=Apogee
In THIS THREAD folks gave me some comments. I'll respond to them here:
Okay FIRSTLY: Yeah all the ships are locked so they can't rotate on the X/Z and cannot move on the Y plane. So all the velocity and gravity calculations are done using Vector2s pulled from the origin of the transform of the 3d objects.
Second: So I agree that fuel should really only be consumed when accelerating. As of now they are working that way, HOWEVER engines require spool up time, no? Thats my logic anyhow. The engines in this game are like torchship engines, infinite acceleration/specific impulse. Very unscientific but otherwise fun cause you can actually go places in space without having to plot hohmann transfers.
A big problem I'm noticing is because of the Far culling for the camera in godot I had to make things very small (relative to the global scale) and theres lot of floating point weirdness when you zoom in. Give it a try and see if you can see what I mean. If you see something that you hate, tell me. If you see something you love and want to see more of, tell me!
Thanks all.
https://squaredwave.com/wiki/index.php?title=Apogee
In THIS THREAD folks gave me some comments. I'll respond to them here:
Okay FIRSTLY: Yeah all the ships are locked so they can't rotate on the X/Z and cannot move on the Y plane. So all the velocity and gravity calculations are done using Vector2s pulled from the origin of the transform of the 3d objects.
Second: So I agree that fuel should really only be consumed when accelerating. As of now they are working that way, HOWEVER engines require spool up time, no? Thats my logic anyhow. The engines in this game are like torchship engines, infinite acceleration/specific impulse. Very unscientific but otherwise fun cause you can actually go places in space without having to plot hohmann transfers.
A big problem I'm noticing is because of the Far culling for the camera in godot I had to make things very small (relative to the global scale) and theres lot of floating point weirdness when you zoom in. Give it a try and see if you can see what I mean. If you see something that you hate, tell me. If you see something you love and want to see more of, tell me!
Thanks all.