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DayOfWar LCAT Flight Test
DayOfWar LCAT Flight Test
| Name: | Bill Vee | |
|---|---|---|
| Date Posted: | Dec 20, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Bill Vee |
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I was setting up some of the LCAT's flight characteristics , speed , rate of climb , camera lag and such, and every time I went back to the game to test it out I started spending longer and longer times just flying around.
Since I wasn't getting a whole lot of work done I thought I would share a 10 minute flight I took.
The flight control was with an Xbox controller but the keyboard and mouse can be used as well. I just like the controller more, it feels more natural.
The damage was turned off and I took a couple of runs at hitting the terrain as hard as I could to make sure I couldn't penetrate it or cause a code crash, we all know how fickle the rigid-body physics can be.
Keep in mind the terrain is still a work in progress. There are still a couple of seem issues. I haven't got the error metric tuned just right yet I think.
And for people running firefox , like me, and have problems viewing embedded videos on my site.
If anyone has a suggestion for a fix for this I would like to here it.
Video
All Videos so far
I was setting up some of the LCAT's flight characteristics , speed , rate of climb , camera lag and such, and every time I went back to the game to test it out I started spending longer and longer times just flying around.
Since I wasn't getting a whole lot of work done I thought I would share a 10 minute flight I took.
The flight control was with an Xbox controller but the keyboard and mouse can be used as well. I just like the controller more, it feels more natural.
The damage was turned off and I took a couple of runs at hitting the terrain as hard as I could to make sure I couldn't penetrate it or cause a code crash, we all know how fickle the rigid-body physics can be.
Keep in mind the terrain is still a work in progress. There are still a couple of seem issues. I haven't got the error metric tuned just right yet I think.
And for people running firefox , like me, and have problems viewing embedded videos on my site.
If anyone has a suggestion for a fix for this I would like to here it.
Video
All Videos so far
Recent Blog Posts
| List: | 05/31/08 - DayOfWar Six Degrees Of Freedom Camera System 05/26/08 - DayOfWar Player Controls 05/08/08 - DayOfWar more Asteroids 05/05/08 - DayOfWar Moons/Asteroids 04/28/08 - DayOfWar Oceans 04/07/08 - DayOfWar SixSidedSpheres 2nd try 04/07/08 - DayOfWar SixSidedSpheres 02/22/08 - DayOfWar is a Finalist. |
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Submit your own resources!| Geom (Dec 20, 2007 at 07:47 GMT) |
For the purposes of a game tho, I think you'd have to make the planet smaller. In the video it's a little hard to tell that the planet/terrain is spherical.
| Andy Hawkins (Dec 20, 2007 at 09:18 GMT) |
| Fleeky (Dec 20, 2007 at 13:42 GMT) |
anyways would be intersting to hear about the technique,
| Dave Young (Dec 20, 2007 at 17:10 GMT) |
| Bill Vee (Dec 20, 2007 at 18:34 GMT) |
Look at it this way, the way the current atlas code works is you take highest LOD(level of detail) chunk(mesh) , derived from a hieghtfield data source, convert it to a mesh then cut that mesh up into a number of smaller meshes ,depending on your tree depth, and for ever level you go in the depth tree you take 4 chunks and make 1 chunk to represent 4 original chunks and you do this for each chunk for every level you go taking more detail out as you go until you end up with one chunk.
I know this is an over simplification of the process but you get the idea.
From a code stand point the original high detail mesh can be any shape ,sphere , disc , flat whatever, in this case a sphere.
The trick is the chunk positions and orientation as it relates to a sphere.
| Bill Vee (Dec 21, 2007 at 00:43 GMT) |
| Ali Tahiri (Dec 21, 2007 at 00:46 GMT) |
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