P0-A9: Part 857: Solar System Mechanics, Improvements
I have made some more improvements to the project, such as adding other network players to the ship radar systems, so that they can be intercepted, etc. The next major goal is to add a day/night cycle to the planets in the solar system. I already have a day/night cycle on the planet surface itself, […]
P0-A9: Part 856: Debugging, Improvements
I have made some optimisations to the graphics and performance of the simulation. I have discovered that the grass system is responsible for a significant performance impact. In some cases, turning off the grass doubled the frame rate. To solve this, I have added a new graphics options gui which allows users to specify the […]
P0-A9: Part 855: Debugging, Improvements
I have fixed several bugs and made several improvements to the project. In particular, I have fixed a long-standing bug with the water system. There were strange graphical and lighting issue at long range and short range, these were fixed by forcing the shader to run in “forward” mode.
P0-A9: Part 854: Orbital Mechanics, Multiplayer
The player intercept code is now basically working. Players can join up regardless of distance and velocity, and the system stores the position information correctly over the server. There are still some additions and tests that I want to run on this, but it basically works. Orbital mechanics also works for all players, however the […]
P0-A9: Part 853: Orbital Mechanics, Multiplayer
The next goal with the project is to add the ability for network players to intercept each other in the world. This is quite difficult, since there are, first of all, vast distances and velocities involved, and second of all, there is a complex floating origin system that shifts the world according to player movement. […]
P0-A9: Part 852: Orbital Mechanics
I have improved upon the orbital mechanics concept, and I now have a system that is quite functional. Large ships can now be pulled under the force of gravity, and I have also added a gui that allows players to enter various types of orbit, including circular and geostationary. This system also works persistently, so […]
P0-A9: Part 851: Orbital Mechanics
The next part of the project is to add realistic (or at least, semi-realistic) orbital mechanics so that capital ships can not only experience gravity, but also enter orbit around planets, singularities, and other stellar phenomena. Currently, shuttles and smaller ships (and players) use rigidbody physics to experience gravity, however larger capital ships (Ships with […]
P0-A9: Part 850: Multiplayer
I have finished the internal messaging system in the project. It is quite simplistic, but works well. I have also made several more improvements to the GUI’s and user input, and I have added various tags that the user can user to quickly add their current position and zone to the messages that they are […]
