Game Development Community

Space Content Pack

by Mike Kuklinski · in Torque Game Engine · 08/20/2005 (2:34 pm) · 25 replies

I am considering making a Space Content Pack akin to the Tank Pack, that includes both source changes and a new example script base (space.fps).

Basically, it would include:

A modular SpaceVehicle class that has physics setups for three themes: Arcade (IE, Wing Commander), Newtonian (True Newtonian Physics), and Hybrid, which is what you find in most space sims.

It would also include code optimizations for the removal of terrain (not necessary to remove it though), and models for use with the SpaceVehicle. It would also include my SkySphere with a flag to turn it on instead of the SkyBox.

Would there be any interest in this?
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#1
08/21/2005 (2:45 am)
Anyone have any comments/statements/suggestions/queries?
#2
08/21/2005 (3:09 am)
I would be interested, especially in the physics.
#3
08/21/2005 (7:32 am)
I'm sure a few people would be interested, even I would take a look at.
#4
08/21/2005 (8:42 am)
I'd be interested, too!
#5
08/21/2005 (8:50 am)
Ok, I will iron out some bugs in my implementation, and expand upon it, and write both TSE and TGE stuff.
#6
08/22/2005 (3:59 pm)
To make it a true space pack add a few more objects.
-Moon
-Earth
-Asteroids
-fxReplicator for debris, stars etc.
-some cool explosion effects - not too many

Then the user could almost have a basic space mission out-of-the-box.

I have noticed that Torque is a bit unwielding when it comes to dealing with space missions, with the respect to the expanse. The Torque editor is not so friendly when it comes to placing objects, so a Lightwave, Maya and 3dMax plugin for placing objects and exporting to mission file wouldn't go astray. I'm about to implement the Lightwave version of this if it will help anyone.
#7
08/22/2005 (4:31 pm)
I wouldn't use an fxReplicator for stars, personally.
#8
08/22/2005 (5:11 pm)
Is it possible to access D3D point lists or the Opengl equivalent through Torque? This would be better for stars. For the purist though stars would only ever be in the background - you couldn't fly past them as I was suggestion for an fxReplicator implementation. Debris would be best for this, or some sort of velocity vector HUD to indicate motion in space.
#9
08/22/2005 (6:06 pm)
WNS would be Quite Interested in a space pack in the nigh-likely event that we make it to our second project. Stranger things have happened.
#10
08/22/2005 (6:55 pm)
I would be highly interested.
#11
08/22/2005 (7:06 pm)
As a gamer first and foremost I can tell you the most annoying thing for me is stars,planets etc... that i know are just BG and i can never visit. But then I tend to expect too much from games which I suppose you could say is why I ended up here. At any rate.. a space pack would be kewl.
#12
08/22/2005 (10:23 pm)
Most interesting.
#13
08/22/2005 (11:15 pm)
I would love something like that! In fact, do you have anything now i can play with?? :-P
#14
08/24/2005 (8:13 am)
Call me interested.
#15
09/03/2005 (5:31 pm)
I would -Certainly- buy this the minute it came out, if you made it.
JS
#16
09/09/2005 (12:20 pm)
Yes, very interested would like to revisit my cobra game the one that shoot bullets heh. But serious if this is based off your project work Mike I would buy. Especially for the skysphere code alone
#17
09/09/2005 (12:22 pm)
My Skysphere code has been released free as a resource already :) Just not a TSE version.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6644

Right now, I am working on some other stuff (I am negotiating with the Novodex people for usage of their SDK), but I will get aroudnd to this.
#18
09/09/2005 (12:56 pm)
I'd love to see a space pack, then I could use the other half of my project's design :D
#19
09/21/2005 (6:53 am)
Hows it coming Mike?
#20
12/31/2005 (2:57 pm)
Doing work on Kuiper, which will hopefully be ported over (Sorry for very late response).
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