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April 19, 2024, 08:17:43 PM

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TIGSource ForumsCommunityDevLogsSkybase
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zarovv
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« on: April 08, 2021, 06:32:34 AM »

asd
« Last Edit: September 16, 2023, 08:28:44 PM by zarovv » Logged
PMSoundscapes
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« Reply #1 on: April 08, 2021, 10:13:00 AM »

I love sandbox games, and I'm really digging the direction of this project! Are you in need of a composer?  I can compose in any style you may need, I have a degree in music composition, and (most importantly), I'll work for free! Hit me up if you're interested Wink
website: paulmekailian.com
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diegzumillo
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« Reply #2 on: April 08, 2021, 10:54:45 AM »

Cool! seems to have some perspective distortion going on. Is that intentional?
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Rogod
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« Reply #3 on: April 08, 2021, 11:43:08 AM »

Looks like Starmade - just don't do what they did and run out of ideas/players Wink
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enigma27
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« Reply #4 on: April 08, 2021, 02:44:01 PM »

Looks cool, but seems like there is something up with the FOV? When rotating/turning feels like something is off.
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I like to make tutorials and devblogs. youtube: https://www.youtube.com/channel/UC9CQOdT1A9JlAks0-PF5vvw
moller trumbore ray triangle intersection:
https://youtu.be/fK1RPmF_zjQ?list=PL22CMuqloY0pRNhvBXowdpMtEin8-RFtb
zarovv
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« Reply #5 on: April 08, 2021, 11:49:22 PM »

thanks)
I may need in the future to add music and sound effects but for now I am focused on making a working demo with more focus on gameplay and graphics(like lightning and stuff). Afterwards I will need to add music and effects so will hit you up)

About the perspective - I am not sure, it's definitely not intentional might be one of the parameters I set.

Regarding starmade, I searched for that game and there are some similarities. I found like 4 games that has some similarities to my game but they all have issues: They are overly complicated(complex menus and too hard to build a simple ship), slow(collision for example causes massive frame rate drops) and boring(mostly empty and there is nothing to do).
I hope to fix those issues(2 of those issues I mostly fixed) and make something better.
Ideas for the game will never run out  Wink

Also regarding FOV, I believe that sometimes when rotating or turning the ship there aren't enough objects around and also there isn't a star/galaxy skybox in the game. After adding those and also adding light effects I believe this issue will be solved.
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logophil
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« Reply #6 on: April 09, 2021, 02:46:47 PM »

Yay, voxel spaceships! Seems like a cool idea - and an ambitious one, good luck! I look forward to seeing some combat in due course.

Quote
Also regarding FOV, I believe that sometimes when rotating or turning the ship there aren't enough objects around and also there isn't a star/galaxy skybox in the game. After adding those and also adding light effects I believe this issue will be solved.

Yea, personally adding those - particularly a skybox which should also be quick to add - would be top of my do list, as they would be key to pinning down the game's graphical style and I suspect would make your videos etc look twice as appealing.
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enigma27
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« Reply #7 on: April 09, 2021, 04:24:39 PM »

I really like this concept came back and starred at the video for a bit to see if I could figure out if it was FOV issue. Are the cubes asymmetrical? because they look longer than they are tall at some points in the video. If they're actually square, then I think something is is going on with FOV. (Sorry to beat a dead horse). I'm wondering if somewhere you're passing in width when you should be passing height or vice versa. Could swore I have seen this affect before when setting up a view matrix.

scroll to the right in the image.



I'd try flipping the width/height division or something as quick test Shrug
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I like to make tutorials and devblogs. youtube: https://www.youtube.com/channel/UC9CQOdT1A9JlAks0-PF5vvw
moller trumbore ray triangle intersection:
https://youtu.be/fK1RPmF_zjQ?list=PL22CMuqloY0pRNhvBXowdpMtEin8-RFtb
enigma27
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« Reply #8 on: April 13, 2021, 04:40:04 AM »

Sorry for the confusion. I didn't mean width/height of box. Rather the screen height and screen width. Wherever you are making your aspect ratio. For example, in my project I set up the aspect and projection matrix essentially like this:
Code:
int width, height;
glfwGetFramebufferSize(window, &width, &height); //loosely get screen width and height for the window

float aspect = static_cast<float>(width) / height;
glm::mat4 projectionMat = glm::perspective(glm::radians(FOV), aspect, nearZ, farZ);

I just flipped my code (to height/width) and tested it, it looks very similar to what is happening in your video. But I'm sure there are other ways something similar could happen.
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I like to make tutorials and devblogs. youtube: https://www.youtube.com/channel/UC9CQOdT1A9JlAks0-PF5vvw
moller trumbore ray triangle intersection:
https://youtu.be/fK1RPmF_zjQ?list=PL22CMuqloY0pRNhvBXowdpMtEin8-RFtb
zarovv
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« Reply #9 on: September 12, 2023, 03:59:59 PM »

Hi. So is about to finish the demo and uploaded new information.

What you guys think? Smiley
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