Search found 20 matches

by codemachineman
Mon Dec 14, 2015 2:23 pm
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

<t>Time for an update. So there has been lots of work done recently on terrain blending and an object pooling system to populate the ground the flora and rocks and what not. The biggest breakthrough by though are the procedural terrain normals! The surface gradient is calculated analytically in the ...
by codemachineman
Mon Oct 26, 2015 9:27 am
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

Hey, it's been a while sine I posted anything here. Here's a vid I made this morning. 
by codemachineman
Fri Sep 25, 2015 8:23 pm
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

Here the planet with the water mesh removed. 
by codemachineman
Fri Sep 25, 2015 8:05 pm
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

<t>Well, I don't know if there is a simple answer to that. What I am doing seems to produce decent terrain some of which is flat and some mountainous. I have yet to add any terrain features that are not height based though, such as polar caps or deserts. Thats probably be what the two remaining ...
by codemachineman
Thu Sep 24, 2015 1:59 am
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

<t>How do you plan to alternate Mountainous area and very flat plains on the planet surface (desertic zone for example) ? This is a problem on which I stumbled on the past Do you mean texturing or terrain topology? The example below uses the vertex color channel to store the terrain height (I use ...
by codemachineman
Tue Sep 22, 2015 7:49 pm
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

<t>Logarithmic z-buffer. Very cool. The only downside I can see is that it would require I modify every shader to use logarithmic z buffer. no? Today's progress. So I've finally found a combination of noise that produces continents and mountain ranges. It is a combination of noise functions. There ...
by codemachineman
Tue Sep 22, 2015 7:08 am
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

<t>I have tested planet sizes up to a radius of 3000 km (earth size) with no problems. Both the atmospheric shaders and planet C-LOD are unaffected by scale. Since it's procedurally generated it's really easy to test various sizes quickly. The way the planets level of detail works makes it so that ...
by codemachineman
Mon Sep 21, 2015 5:13 pm
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

Today's progress. Updates to atmospheric shader. Objects in orbit visible from the ground are now colour corrected. Atmospheric alpha is correctly smoothed. Ground colour effects dude to atmosphere
by codemachineman
Mon Sep 21, 2015 7:35 am
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

RE: SpacePlebs

<t>Rendering: I am using unity with custom shaders for the rendering effects and my own code base for the planetary quad treesPhysics: The physics system is a combination of physX and my own system to handle large scales and high velocities The game is in many senses a sandbox game. The conquest ...
by codemachineman
Sun Sep 20, 2015 5:04 pm
Forum: Free SciFi Gaming Projects
Topic: SpacePlebs
Replies: 16
Views: 1674

SpacePlebs

<r>This project is something I have been planning for the last couple of years. There has been a long build up and many discussion prior to this point about game mechanics and how the tech tree should operate. Over the last few months I have bee able to work out most of the technical details for the ...
by codemachineman
Tue Jan 28, 2014 12:53 am
Forum: Space/SciFi Combat and Simulation Game Discussion
Topic: Star Trek Excalibur
Replies: 12
Views: 1816

RE: Star Trek Excalibur

Been waiting for this one for years now. Bridge commander is one of my all time favorite games. Can't wait to play this one. Looks out of this world!
by codemachineman
Mon Jan 27, 2014 7:53 pm
Forum: Space/SciFi Combat and Simulation Game Discussion
Topic: Rogue System
Replies: 116
Views: 11556

RE: Rogue System

This game looks amazing! I especially like the attention to detail on flight systems. Very cool :cool:
by codemachineman
Fri Jan 24, 2014 8:40 am
Forum: Sci-Fi Movies and Television
Topic: Favorite Star Trek Episode
Replies: 5
Views: 839

Favorite Star Trek Episode

<t>Post your most loved episode from any Star Trek series. My pick: TNG "Measure of a man" Episode 9, Season 2 "Your honor, the courtroom is a crucible; in it, we burn away irrelevancies until we are left with a purer product: the truth, for all time. Now sooner or later, this man [Commander Maddox ...
by codemachineman
Fri Jan 24, 2014 8:17 am
Forum: Surveys and Polls
Topic: How much control do you want over ship design?
Replies: 4
Views: 1461

How much control do you want over ship design?

There are many things to consider when it comes to a players ship. In a perfect world the answer is all of the above. I'd like to get your impression on how important customization is. All other considerations aside.
by codemachineman
Fri Jan 24, 2014 7:11 am
Forum: General Chat
Topic: What part of the world or universe to you hail from?
Replies: 76
Views: 11587

RE: What part of the world or universe to you hail from?

Toronto Canada (Turono if your a local) :hi:
by codemachineman
Thu Jan 23, 2014 8:27 pm
Forum: Dominium
Topic: Dominium updates
Replies: 129
Views: 17322

RE: Dominium updates

<r>The procedurally generated deck system is really cool man. Same goes for the hard point system. I like where you are going with this. I've always wanted to play a really good space sim where my ship was something I could interact with internally. You would be able to fight for control of your ...
by codemachineman
Thu Jan 23, 2014 7:02 pm
Forum: Introduce Yourself to SSC
Topic: Greeting from the collective
Replies: 6
Views: 1010

RE: Greeting from the collective

<r> Interesting; and I like the art <E>:cool:</E> Do you plan to continue your development on Unity, or will you switch on an homegrown engine ?How do you manage physics/flight model/collision ? So far Unity is the best option for me. For a couple of reason. 1. I like the scripting system. It's very ...
by codemachineman
Wed Jan 22, 2014 8:28 pm
Forum: Introduce Yourself to SSC
Topic: Greeting from the collective
Replies: 6
Views: 1010

RE: Greeting from the collective

<r>I just whipped a couple up. Hope you like. It's just video of me messing around in a prototype build but I think it will get the idea across. I used one of Time bandit's stations models in the first vid. <YOUTUBE id="pPysNgLfaLE"><s>[media]</s>http://www.youtube.com/watch?v=pPysNgLfaLE&feature ...
by codemachineman
Wed Jan 22, 2014 7:25 am
Forum: Introduce Yourself to SSC
Topic: Greeting from the collective
Replies: 6
Views: 1010

RE: Greeting from the collective

<t>Welcome to the community mate. If it helps your game and if it fits with your style then please feel free to use any of my models:[url]https://skydrive.live.com/?cid=5d0715049236d05b&id=5D0715049236D05B%21113[/url] does help. Thanks a ton mate. These models are fantastic. There's enough here to ...
by codemachineman
Wed Jan 22, 2014 1:39 am
Forum: Introduce Yourself to SSC
Topic: Greeting from the collective
Replies: 6
Views: 1010

Greeting from the collective

<t>Hello to all. I came to this place to find some inspiration and boy did I find some! Awesome site. I've been noodling away for the past 6 months on a space sim in the Unity engine. The goals was to make a space sim that was reasonably to scale on the solar system level. I've definitely met that ...

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