Category: "R:WM Dev Blog"

2 New Fighters

2 New Fighters
2 New Fighters

2 new styles of fighter ship 

Issues around designing a planet

Issues around designing a planet
Issues around designing a planet

While displaying a textured sphere is easy, getting to procede from high orbit to actual land fall and dynamically scale up isn't so easy.  By definition, you are defining a whole planet which is a really big place.  That means lots of memory or hardrive space to store something on that scale.  The inital answer is just use a texture and that works to a point.  The PROBLEM with that is, it really won't go down to "walking on the ground" level and it really starts to get distorted at the poles.

PNG image

Down around the equator, the distortion is so minor you don't consider it, but as you can see at the poles of the planet, the idea of a texture can get messy.  That isn't so much a problem (but still is) with a color texture wrapping a sphere, but when you try to do X and Y shifts the concepts no longer work.  Even if you simulate it with spherical coordinates (theta and phi, ie. theta being lattitude and phi being longitude), close to the poles, you are litterially running around in circles when you go along the "X" axis.

The current "solve" for this is you don't use X and Y, but a isohedral format.

JPEG image

Now there are no "poles" per se.  This is based on a isohedron.  (think of a 20 sided die, although the picture is one subdivision down).   While this works, if you noticed, some triangles are layed out in a hexigonal pattern and some in a pentagonal pattern.  This creates it's own series of problems, so my original idea of just doing hexigons won't really work globally.  The isometric triangles still will, however, but now the trick is to get them to play nice.  I have an idea via linking triangles together, but again, on planetary scales, that gets very memory intensive. I have ideas for optimisation, but then things get unlinked, so there are still problems to solve.

Of  course, none of this solves the issue when you get below the original heightmap threshold, which will have to be handled by something procedural like Perlin noise.  

 

Reactor Building

Reactor Building

Modeling and texturing of the Reactor Building.

New Ships

New Ships

Just smoothing out the normals for the new Cap Ship and working on the base model for the freighter.

 

Full story »

Terrain Curved!

Terrain Curved!
Terrain Curved!
Terrain Curved!

This took a lot longer than it should have, but I have been working on other things too.  What this is showing is the normal hexigonal terrain layout is now properly curved based on distance.  You can't see that from the first picture that it's just the original hexigon.  The second picture is just showing the heightmap is working.  And the third just to show it is the hexigon (just from inside the planet so you can actually see it).  The normals aren't correct right this second, but I want to get this posted.  So next is alignment and proper approach positioning and scaling.

Typical Meeting

Typical Meeting

If you ever wanted to know what a typical meeting looked like from everyone, here is a screen shot.  We mostly talk about progress, what should be focused on until the next meeting, and other suggestions as they come up.

 

Music attached in the game

Just to give a better idea of what music can do, here is a short video with the new music with a small furball going on...

Rank: Warmaster Title Song!

Hey everyone! I am happy to share the first completed song for the game! This will be the first of many. 

https://soundcloud.com/christopher-a-kaminski/rank-warmaster-title

 

Terrain Sewing done!

Terrain Sewing done!

And no more seams! :)   Everything is all sewn up like it should be.  Now to go back to the heavy maths for placements  and scaling and make it replace the current Mars in the "sky".  :)

 

Terrain Sewing almost done.

Terrain Sewing almost done.

Test the "sewing up" of the triangles.  Because I'm using equalateral triangles rather than quads, the sewing is different.  And because how you put together "rings" of different resolution triangles (starts with a hex of them, then go out from there in rings), the sewing only needs to happen on one side.  I'm just verifying that it is working.

One more piece needs to be done to finish sewing, and that is to share the overlapping vertexs to prevent any gaps.

 

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