Game Development Community

DayOfWar Moons/Asteroids

by Bill Vee · 05/04/2008 (8:04 pm) · 7 comments

I was going to release a video like this about a week ago but it took me until now to figure out why my space ship code was crashing in 1.7.0.

dayofwar.net/images/Moons.png

In case anyone else has this problem upgrading from 1.0.3 to 1.7.0 try increasing your integration level in the vehicles datablock.
In my case I had to double it.

As for the video it shows one of the key concepts of DayOfWar , independent gravity.

Both moons have there own gravity.
The gravity is very realistic.

The video doesn't show this but.
RigidShape based objects can be put into orbit.
I found that out by accident.
I was moving a planet around and forgot there was a wheeled vehicle on it before I moved it and was amazed to see it fling itself around the planet.
It made three complete orbits before crashing back down to the planet and ,because I had it set for collision damage, it exploded when it hit the planet.

I will get some videos of this later and post them.

#1
05/04/2008 (9:21 pm)
As usual, awesome stuff Bill. In regard to your unexpected vehicle orbit event: you may be the first developer that can legitimately say "It's not a bug, it's a feature!" =)
#2
05/05/2008 (1:25 am)
Quote:In case anyone else has this problem upgrading from 1.0.3 to 1.7.0 try increasing your integration level in the vehicles datablock.
In my case I had to double it.

Interesting... I actually gave up the porting to 1.7.0. What did you change the integration too? Cant wait to try again tonight.
#3
05/05/2008 (3:50 am)
@Michael Perry - But it is a feature. :)

@James Laker - In 1.0.3 it was 10 in 1.7.0 I had to set it to 20 to get it stable.
That also fixed a situation where the game would freeze for about 10 seconds randomly when ever a vehicle was in play.
I was on the verge of going back to 1.0.3 as well till I decided to try figuring out what was going on.
#4
05/05/2008 (5:39 am)
I just gave it a try, and it seems to be working on my side. Thanx. An integration of 20 is still ALOT. I wonder if that is normal, something tells me it's not. I had my integration at 3 and it worked fine with TGEA 1.0.2... I just changed it to 8 and it seems to be working. Will do more tests.
#5
05/05/2008 (6:11 am)
@James Laker - I think my original integration was set so high because of my custom flying vehicle code.
I don't think 20 is the magic number for me. I just doubled it and then tested it to see if it effected the problems I was having. The difference was night and day. 20 is likely higher than it needs.
I will test that later.
The fact you nearly tripled yours leads me to believe its something in the upgrade.
#6
05/05/2008 (2:51 pm)
lol Thats some cool shit.
#7
05/06/2008 (2:43 pm)
Really impressive. Nice work.