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Mormonpope
Joined: 06 Jun 2006 Posts: 32 Location: The MormonVatican of course...
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Posted: Tue Jun 06, 2006 1:08 pm Post subject: Different Cockpits for the Different ships |
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just along the line of cool here. i think maybe a change of the ship interior when you buy a new ship would add to the effect and maybe have a few lights and gadget looking dashboard thingies you could animate or something along those lines. |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Tue Jun 06, 2006 3:09 pm Post subject: |
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I guess I could look into this some more. The trouble is that if you have raster graphics, they have to be able to scale to any monitor.
Right now I have a combination of a few raster graphics but mostly vector, but the vector graphics are hard-coded. I suppose I might be able to come up with a vector-graphic description format for the cockpits. I'll think some more about this, at any rate. _________________ Differentiation is an integral part of calculus. |
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Mikey
Joined: 08 Feb 2006 Posts: 22
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Posted: Wed Jun 07, 2006 11:30 pm Post subject: |
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I think different cockpits for different ships is a good idea.
It makes you look forward to buying different ships.
It perhaps makes the game a whole lot more complicated but it would be very cool if individual things could go wrong with the ships.. ie engine, weapons.
Mikey |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Fri Aug 04, 2006 4:21 pm Post subject: |
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Oh totaly. I think it's an awesome idea; and maybe a way for me to get back in the game on this project. I'm finishing up Summer Quarter here, but I have a little break till Fall Quarter. _________________ "Never sneak up on a turtle while he's welding" |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Fri Aug 04, 2006 10:21 pm Post subject: |
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I've made the vector graphics (using polygons and lines only) into the version online now... I suppose I should probably write an explanation of how to use it, now. _________________ Differentiation is an integral part of calculus. |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Mon Aug 14, 2006 6:53 pm Post subject: |
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I think this was proposed before, and it's kinda not that great of a way of doing it. But you could make a raster image that's much larger than the screen (to accomodate different DPIs), then, with some tweaking, have the image slightly move *against* the rotation of the cockpit to emulate the *force* on your view.
Of course, I still like the idea of a 3D cockpit, then use the actual cockpit for occlusion culling. I'm not sure if you've added the culling algorithm, but there are more than enough tuts online to do it. I know Gamasutra has plenty. _________________ "Never sneak up on a turtle while he's welding" |
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Paul
Joined: 17 Apr 2004 Posts: 447 Location: Chicago
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Posted: Mon Aug 14, 2006 7:29 pm Post subject: |
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The trouble with huge raster images is swamping smaller graphics cards. As was discovered by someone with an 8 MB graphics card, performance is terrible if it can't store all the active textures in the card.
And no, I haven't added culling yet... I suppose I really ought to. I think about it every now and then, but not when I'm actually working on the game! _________________ Differentiation is an integral part of calculus. |
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Game Mogul
Joined: 30 Jan 2005 Posts: 241 Location: Neenerneener Land
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Posted: Tue Aug 29, 2006 7:20 pm Post subject: |
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Hey, no rush... just pointing things out, I know how it is to be busy, I mean... look at me; I was gone for over a year on this forum lol
btw, besides adding it by hand in the underlying source code; do you have a way to add GLSL shaders in the maps?
I know it would be kind of a screwy thing to modify your level file parser to add support for something like that, but I just wanted to know.
-Mogul _________________ "Never sneak up on a turtle while he's welding" |
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