The simplest way to look at it is you are making a jar file out of the logic. That jar file would be stored with the entity it belongs to. In short each circuit would be like a small addon module to the game ran when the game needs to or the ship is loaded. In short it would be byte code. But...
I'm not going to provide new information but since I already answered this concern I will elaborate a little.
Remember in the original post where I mentioned the event handler for being used to handle stuff like when a button is pressed. Well you use that same system for state changes to blocks...
I appreciate your time and effort replying. So please understand when I say this. The following statement isn't about anything you said or done.
I won't be offering this company or group any further information. If they want information on programming from this point forward they can hire...
The reason they could do that is they didn't have to create their engine from scratch. In short they were able to focus more on content rather than spending as much time on the engine.
That said it is a negative as well because the engine isn't designed for the type of game they are creating...
The larger planets would add a number of benefits over current planets. Ships size to planet comparison. Actually landing on a planet with a larger ships would be more feasible. That would make using planets as bases a better option than they currently are. That all depends on how well he gets...
Not a bad idea. Looks like the post processing tools blender and other programs use.
Other than that it is essentially a PLC with just more graphics. That isn't a nock. I like PLCs in fact suggested it before but with using ladder logic. Either would be cool to have.
There is a very simple way to get it right every single time.
I set my first turret dock down facing the direction I want.
I then grab a rail docked and spawn a core. Once in the core I go to build mode.
On a new ship you always come out in build mode a the back of the ship. When you target...
They currently already have to load a vertex array into the buffer along with indice array.
It would require an additional index array and a texture be loaded that serves as canvas.
It wouldn't require creating a texture per each block. One texture for many blocks.
The reason is we aren't...
I believe the following links are quite clear in the direction of things in case any of you missed them.
StarMade Surprise Update
StarMade Surprise Update
StarMade Surprise Update
StarMade Surprise Update
I agree. Just unfortunately at the current state of the engine it causes lagg from hell.
Another alternative would be force collision damage and watch the ships really rip apart as the entity rips through the ships hull. For some reason I doubt most people will go for that one though.
Criss brings up the issue here. he uses this term. Denser logic = performance impact.
Starmade just got 0wned...
DukeofRealms specifically lists docked reactors in our discussion here as not being performance friendly
No kidding the power system is broke just realized why!
Those are the two...
I considered the issue of it ending up in another ship hence only turning the collision off between the parent ship and the docked entity.
That is simple as removing the docked entity from the parents collision check list by setting an id or flag to indicate it was previously attached and broke...
That wasn't targeted at you. I addressed you specifically with the following statement. "They all use the same file type. The blue print files are also documented. I listed the links to the reply above. Hope if you are curious. And you are correct just because something is some work to start...
To give you a better visualization of why I think it is possible.
This is a simple way of loading in a text file.
########################################################################
#include "loadtextfile.h"
std::string LoadTextFromFile(std::string path)
{
std::ifstream sourceFile(...
If you program professionally you probably do like I do and are smart enough to use a couple basic files for loading and the actual files that do stuff like parsing and so on are actually done in separate files. My loading files are 17 lines long. By doing that I can use the exact same code to...
There are 3 options I can think of.
The first is create a flag inside the selection system for turret and ship and call it hull or whatever you choose.
While this is set to that option docked entities remain with the ship regardless if the dock is destroyed.
Option 2 turn off collision...
Ok, you are missing the point and maybe that is my fault for not being clear enough in explaining it. That said others have managed to understand it.
My issue isn't with them removing it or diminishing per-say. My issue is that they do it when they actually have other options to deal with it...
Write now ships have a limited number of colors to chose from for blocks.
It is possible to give a base color to an object in both DirectX and opengl and then overly a texture for detail.
You could do this per say an entire block or per surface or provide a mask and several colors can be...
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