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Plan for James "Defiant" Lupiani
Plan for James "Defiant" Lupiani
| Name: | James Lupiani | ![]() |
|---|---|---|
| Date Posted: | May 25, 2002 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for James Lupiani |
Blog post
Flying is the art of throwing yourself at the ground and missing.
Or you can just reprogram the simulation. It worked well for Kirk, didn't it?
I finally took the plunge last weekend and completely redid the flying vehicle physics under a new SpaceVehicle class. Right now it's very simple, but it feels much nicer to fly. It seems realistic enough to not seem absurd, yet just about responsive enough to do some real dogfighting with. Along the way I found some weird things with the way the input system was handling Move updates. I think I'm just going to scrap the maxSteeringAngle stuff and make everything assume a scale of 0.0 to 1.0. It's much easier to handle forces acting on an object when you can just use it as a percentage.
So what I've done so far is separate control forces into five groups: lateral (strafing), linear (forward/reverse), pitch, roll, and yaw. Each of these forces has a corresponding drag value that controls how well it dampens itself out. Gravity's completely ignored for the time being, which makes some very weird stunts possible (flying up to another person inverted and waving).
Collisions don't seem to be putting up much of a fight right now. The only irksome part is when it gets stuck to the ground. I would like it to eventually be at rest with the landing skids on the ground, so before long I'll have to find the reason for this one. Still pending is a decision of whether or not to scrap the current CPU-intensive collision meshes and switch to a box model.
I finally took the plunge last weekend and completely redid the flying vehicle physics under a new SpaceVehicle class. Right now it's very simple, but it feels much nicer to fly. It seems realistic enough to not seem absurd, yet just about responsive enough to do some real dogfighting with. Along the way I found some weird things with the way the input system was handling Move updates. I think I'm just going to scrap the maxSteeringAngle stuff and make everything assume a scale of 0.0 to 1.0. It's much easier to handle forces acting on an object when you can just use it as a percentage.
So what I've done so far is separate control forces into five groups: lateral (strafing), linear (forward/reverse), pitch, roll, and yaw. Each of these forces has a corresponding drag value that controls how well it dampens itself out. Gravity's completely ignored for the time being, which makes some very weird stunts possible (flying up to another person inverted and waving).
Collisions don't seem to be putting up much of a fight right now. The only irksome part is when it gets stuck to the ground. I would like it to eventually be at rest with the landing skids on the ground, so before long I'll have to find the reason for this one. Still pending is a decision of whether or not to scrap the current CPU-intensive collision meshes and switch to a box model.
Recent Blog Posts
| List: | 10/16/06 - Community Weekend & Frozen Codebase 11/07/05 - Plan for James Lupiani 09/21/05 - Plan for James Lupiani 08/11/05 - Plan for James Lupiani 11/28/04 - Plan for James Lupiani 02/26/03 - Plan for James Lupiani 10/27/02 - Plan for James "Defiant" Lupiani 05/25/02 - Plan for James "Defiant" Lupiani |
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Submit your own resources!| Sebastiao P. de Almeida (Oct 04, 2002 at 02:06 GMT) |
"arcade flight mode", as you said not too absurd and not too realistic.
Any help will be apreciated. Thanx!
Edited on Oct 04, 2002 02:09 GMT
| Sebastiao P. de Almeida (Oct 04, 2002 at 02:06 GMT) |
Edited on Oct 04, 2002 02:07 GMT
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