vean
Scholar
- Joined
- Jan 3, 2016
- Messages
- 296
Oh God, where do I begin?
Ever since I first played Kerbal Space Program I wanted an open source game like it, except with good performance and doesn't crash all the time.
In May this year I spent some time borrowing ideas from Pioneer and managed to make... something. I've picked it up again now and worked on it for the past week. It currently looks like this:
There's a procedurally generated planet, a ship made out of parts, proper physics, etc. You can fly into orbit and land back and that's about it.
It's a long way from being KSP though, and unfortunately due to the chronic lead exposure I suffered as a child on the way to school in Eastern Europe, reasoning about 3D games is a great struggle for me.
Nevertheless I'm probably 5% of the way to something fun, and I can probably put in another 10% at least, so if I had help from a couple of people we could do this.
In other words I'm asking for help.
"But," I hear you asking, "don't I need to be a programmer/etc?"
No really, no. Much of it is just a matter of finding the information necessary and then putting it together through trial-and-error.
What needs to be done?
Oh lots.
For example:
The camera controls need to be fixed. The "free" camera should always have up pointed to -position when close to the ground, and the "chase" camera should orbit the ship instead of being in a fixed position.
Currently there's just one implicit reference frame because there's just one non-rotating body, but really we need more of these.
The orbital physics "works" but it's unstable in the long run - the ship gains orbital energy slowly over time. Someone needs to bother the Bullet physics people about this. I might have fucked something up or maybe we need a different integrator.
It needs a way to load meshes, possibly OBJ files, either written from scratch or adding something like assimp.
Some textures might be nice.
It needs basic starbox and atmosphere rendering.
Bullet physics has an interface for debug drawing, but it's resisted my attempts so far. It would be super useful though.
Speaking of bullet physics, for unknown reasons, btBvhTriangleMeshShape(s) do not collide with each other, unless 1 of them is mass 0. Why?
...
I could go on and on, but I don't know if anyone's going to be interested.
The code can be found at: https://github.com/dvolk/oglplay
You'll need bullet physics compiled with double precision (is that even necessary?) and imgui. I can write more detailed instructions if anyone cares.
Cheers
Ever since I first played Kerbal Space Program I wanted an open source game like it, except with good performance and doesn't crash all the time.
In May this year I spent some time borrowing ideas from Pioneer and managed to make... something. I've picked it up again now and worked on it for the past week. It currently looks like this:
There's a procedurally generated planet, a ship made out of parts, proper physics, etc. You can fly into orbit and land back and that's about it.
It's a long way from being KSP though, and unfortunately due to the chronic lead exposure I suffered as a child on the way to school in Eastern Europe, reasoning about 3D games is a great struggle for me.
Nevertheless I'm probably 5% of the way to something fun, and I can probably put in another 10% at least, so if I had help from a couple of people we could do this.
In other words I'm asking for help.
"But," I hear you asking, "don't I need to be a programmer/etc?"
No really, no. Much of it is just a matter of finding the information necessary and then putting it together through trial-and-error.
What needs to be done?
Oh lots.
For example:
The camera controls need to be fixed. The "free" camera should always have up pointed to -position when close to the ground, and the "chase" camera should orbit the ship instead of being in a fixed position.
Currently there's just one implicit reference frame because there's just one non-rotating body, but really we need more of these.
The orbital physics "works" but it's unstable in the long run - the ship gains orbital energy slowly over time. Someone needs to bother the Bullet physics people about this. I might have fucked something up or maybe we need a different integrator.
It needs a way to load meshes, possibly OBJ files, either written from scratch or adding something like assimp.
Some textures might be nice.
It needs basic starbox and atmosphere rendering.
Bullet physics has an interface for debug drawing, but it's resisted my attempts so far. It would be super useful though.
Speaking of bullet physics, for unknown reasons, btBvhTriangleMeshShape(s) do not collide with each other, unless 1 of them is mass 0. Why?
...
I could go on and on, but I don't know if anyone's going to be interested.
The code can be found at: https://github.com/dvolk/oglplay
You'll need bullet physics compiled with double precision (is that even necessary?) and imgui. I can write more detailed instructions if anyone cares.
Cheers