Sub Div 9 Planets are working...

In this still:

Sub Div 9 Planets are working...

the "land" is being rendered from the outside (the red mesh).  You can see the colored triangles that I used for debugging.  The mini-triangles represent the points by color: red, green, and blue for points 1, 2 and 3 respectively.  So as it subdivides down it is displaying two sets of triangles (Best seen here:)

Sub Div 9 Planets are working...

This is showing the planet sphere in white at the lowest resolution (so you can see what is going on) from the inside out, so it's easier to see what is happening.  The "red" main triangle is the point at which the player is to the planet (now behind us). The two sets of triangles represent the subdivisions from the 20 sided sphere (so flat against that first triangle), and the actual triangles ON the sphere as each subdivison is approximated on the real sphere.  

Sub Div 9 Planets are working...

This shows how it looks as the resolution of the real sphere goes up.

Sub Div 9 Planets are working...

This matches the resolution of what I'm making te surface out of.  Currently, Sub division 6.

Sub Div 9 Planets are working...

This shows the planet at subdivision 9, with still sub division 6 "land".  To do sub division 9 on that wide of an area would make the system choke (and doing the whole planet at sub division 9 kills the frame rate, obviously).  But the point is, the red "land" represents the visible arc of the sphere at the distance we are from the planet.  The monitor says that's 992 miles away.  So at 992 miles, that land mass is what you can actually see of the planet (Mars), but because of the curvature of the sphere you can only see so much of that sphere.  As one gets closer to the planet, the amount of area goes down drastically.  At which point the resolution will go up of the land mass, but the area will go down proportionally.  The idea is to keep doing this all the way down to subdivision 19 or 20.  Subdivision 9, each triangle is between 2.5 to 5 miles I estimate, so to get it down to around 10 feet, that is subdivision 19.  After Sub divison 9, it's going to use either a height map or a perlin noise generated heightmap to handle the points below.  I'm working on that part. :)

Planets are running...Kinda

I am showing a SubDivisioned Planet down to 9 subdivisions.  I found the problem since Sub Division 0 looks like origami, but everything else looks fine.  If you notice towards the end, you can see the heights embedded in the points.  And best of all, no poles!

 

Note:  This is not all of it by any means.  I need to go down to subdivision 19, but I needed to get this running completely.  Unlike the original "sphere" you saw, this actually has height information in it and can drill down.  

 

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

 

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