Game Development Community

Making a round planet stage

by Yongye Ly · in General Discussion · 02/02/2005 (5:01 pm) · 40 replies

Hello everyone. This is my first post here, so just thought I'd get on with a good reputation. :)

Anyway, I have an idea but wasn't sure how to implement it and decided to give a shot in the dark to see if anyone might know how. A while back I played the sequel to Ratchet and Clank(Up Your Arsenal?) and one of the stages was an entire little planet or moon that was entirely spherical and explorable. It was just like in real life. There was no way to fall off or reach invisible barriers because it was an actual little planet. Has anyone done this before? Or know of a way to do it?

It seems possible, but with what? Terrain? Or DIFs?

I saw a similar effect in Marble Madness, where the gravity was reverted to the sides or upside down when you hit a certain obstacle. Maybe that's how?

Feel free to discuss, suggest, ignore me. Whatever...

:D

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#21
11/08/2007 (12:34 am)
@Aun, are you referring to the fact that the player class only deals with yaw and not pitch or roll? I did some stuff to pitch the player based on the terrain for work, so I imagine that's what you probably ran into.
#22
11/08/2007 (12:49 am)
@ Ross ,

I don't remember but that might be it. Looking forward for your progress.
#23
11/08/2007 (6:53 am)
Please go with option #1 so that it will be able to be included into TGE

Not all of us are using TGEA yet.
#24
11/08/2007 (7:17 am)
Does gravity turn a normal player over, or would you have to rotate the player as well?
#25
11/08/2007 (9:03 am)
You have to rotate the player.
#26
11/08/2007 (9:08 am)
Yeah the stock player stuff only does z rotation (yaw). I know how to fix it, so it's not a big issue. For having a planet stage you'll definitely need all three axes of rotation.
#27
11/13/2007 (8:22 am)
Small update: I took a look at the guts of some of the core mesh/shape classes last night and I think I've got an approach for quickly getting this into the engine (in TGEA to start, the TGE version will require a lot more gutting of things due to no shaders (which means no atmosphere shader, no bumpmapping etc, unless I possibly do something with the modernization kit). After I get it sort of working, I'm going to look at porting or getting rid of much of the standalone-app centric bits of code (and make sure to nix out any of the non-BSD license code (SDL etc.)**).

If I can get something tonight or tomorrow, I'll post screens (or perhaps the weekend). They won't be pretty until I port shaders though.

** - As I understand it, the only requirements on the BSD license are that one includes the attribution and the license/disclaimer notice itself, i.e., no GPL style "the whole codebase must now be made open source" problems. Someone correct me if I'm wrong here.
#28
11/13/2007 (8:39 am)
Nope. The BSD license does not require you to release the entire codebase ala the GPL.
#29
11/13/2007 (9:09 am)
@David, cool, I read through it and that's the way it seemed to me.

Just a bit of further FYI for people interested in this: As a courtesy (and a big thanks to Sean O'Neil for making something so unabashedly awesome), partially due to the fact that the code is out there and free, I may release the very basic "here's the classes for the planet object implemented and rendering" barebones style.

Assuming I don't have insurmountable problems with doing all this, the pack will have significantly more integration (i.e., proper gravity, all the neat shaders ported over, *possibly* an editor (dunno at this point if it's doable)). However, due to the fact that those features will require a lot of busy work, I likely won't be releasing that for free, but for some marginal fee instead (probably ~=$20). Sound good?
#30
11/14/2007 (3:39 pm)
@Ross, if you can make this work, i think that ~$20 sounds good!
#31
12/06/2007 (10:18 pm)
Hey everyone, just wanted to say my project isn't dead. I ran into some issues porting it that will make it take slightly longer than I thought, but I think I've found a potential fix to many of the issues, so I'll be continuing work soon. I'll update progress as I go along.
#33
12/20/2007 (10:05 am)
@Javier, I think most people interested in this have seen the DayOfWar stuff.
#34
01/31/2008 (6:05 am)
Whatever happened with this project? Ever get solved (besides the DayOfWar stuff)
#35
01/31/2008 (9:13 am)
I haven't abandoned the project. We've been extremely busy at work so I've not had much time to spend on it. It's also going to be more work than I anticipated, since I have to convert it all to use Torque types instead of STL. Hopefully not too long until they release TGEA 1.1, which would make it significantly easier(I'm more familiar with the Jug codebase than regular TGEA at this point, especially when it comes to rendering).
#36
07/12/2009 (12:46 pm)
Any progress? I'm making a Planet Pack that puts planets in the sky and builds Orreries and sky projects, would love to include something like this.
#37
07/15/2009 (5:34 pm)
I found many projects like this that i don't know why people don't make it "open source" or you can get code or whatever, and maybe someone or a group of community members can finish the resource... another example the isometric kit for TGB ...

are you waiting for Christmas?
#38
07/16/2009 (8:12 pm)
yah, i second this, this would be a no brainer to package as a kit or a resource.
#39
07/17/2009 (1:03 pm)
Hey all, I actually lost the start I had at porting Sean O'Neil's spherical ROAM implementation quite a while ago. I'm still planning on going back to attempt to port it (which will be vastly easier in T3D (which is where I'm going to do it initially)) but my home computer is borked and we've been really busy here at work with T3D work, so I haven't had much appetite for doing it lately anyway.

Luckily, I already got part of the eye candy into T3D in the form of the ScatterSky (which is easily extensible to do the view of the atmosphere from space).

Unfortunately that basically means that I don't know when I'll be up to working on it in my spare time, probably a while.

However, if anyone is willing to port the basic classes (and just comment out the rendering) to *properly* use the T3D classes and types that would be appropriate and send it to me, I'd gladly take it from there and get the basic stuff rendering (i.e., probably no collision and such to start).

I actually don't really intend to make a "kit" or anything anymore, I'll likely just release whatever I do, since I don't want to have to heavily support it or do all the tons of integration stuff required to make it a polished kit.
#40
07/18/2009 (7:25 am)
sounds like a resourse up date to me :)
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