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      A ship design concept

      The equations work perfectly fine in voxels the fact you don't understand how is your issue. The formula for plotting out a sphere is still x^2+y^2+z^2 = r^2 r being the radius remains constant. I'm not looking for the number of actual faces that are visible. What I am interested in is the...
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      Stop storing docked entities in subdirectories

      Honestly forgot entirely about that aspect but you are dead on.
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      A ship design concept

      The actual surface area being measured is a simple block count. You would be right if I was going by actual surface area. But the game doesn't count actual surface area it counts blocks. If you need to get a better idea of what that means change all the blocks to actual cubes and place them...
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      A ship design concept

      I still have other weapons on the ship that face forward.Currently the nose section has a 5 wide row under it that is usable its about 30 blocks longs. There is also the space on the inside of each wing as the wing widens out that has room for weapons. Also the tail fin has loads of room. Then...
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      Stop storing docked entities in subdirectories

      The issue is a limitation of the OS not an issue of personal preference. A zip file however could be an effective solution except if someone ever unpacks it that could cause problems for the owner of the computer. Example: C:\Program Files (x86)\Steam\steamapps\common\StarMade\ this file path is...
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      A ship design concept

      The ships not completed and probably won't be uploading it. I put it on here to discuss a design idea. The large ball turrets. The use of them in this case or size ship is ok. It leaves a large amount of space free in the ship and gives pretty good fire power. The balls also can be self powered...
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      Stop storing docked entities in subdirectories

      It is one of the worst practices a programmer can do. Many of your player if not most probably use windows. When you store an entity under a sub directory depending on the name length of the entity if they made or your random name gen system creates it that is becomes part of that entities path...
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      It's been some time and changes

      Its been a while since posting on here. The changes to the power systems seem like a nice idea at first glance. A couple things tend to give me a number of questions when looking at it. One of the big reasons listed in ditching the old system is supposedly block count. However in the new system...
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      You just got to love the chunk system used on vehicles.

      It happened first in single player then test on server as well. That particular server sits about 6 feet from my work station. As for the graphics engine model you have your own ideas / misconceptions but you are right there are trade offs. You are obviously quite smart having got this far in...
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      You just got to love the chunk system used on vehicles.

      I generally design power systems around what I want the ships performance an weapons to work to. So if I need 4 million power in a ship. I would use the 2 million on the primary power system then add 2 million of he aux system. If I need that 2 million going to a smaller group size actually...
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      You just got to love the chunk system used on vehicles.

      If you look at the images you can read the group block count. You can read it yourself in the image block count starts at 76,800 then drops to 73673 then 28380 and finally 21555. That 76800 as I said was stable for over 30 seconds. 76,800 is also the right block count. There is no one else on...
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      You just got to love the chunk system used on vehicles.

      In theory it is partially true. In practice I think you will find it is less effective than you think. Consider you are going to need to make many more of those things to get an equal amount of power. That will mean a much larger block count increase thus a far greater chance of being hit. It...
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      You just got to love the chunk system used on vehicles.

      I wrote my first collision detection system in 1986. I was in 11th grade and it ran on an atari 800xl. It was a very basic living room setup the user could move around and view the room from different positions. It was all of 4 colors and dogged slow. But it worked. The fact you think it is...
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      You just got to love the chunk system used on vehicles.

      First, Schema Not trying to rag on your work. And thank you for the effort and replying. Second you have a few misconception about what is proposed or more how it works. Of those voxel based game very few use a chunk system on vehicles. I only seen a minecraft mod besides this game that uses...
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      You just got to love the chunk system used on vehicles.

      Suggest you do some reading! It uses opengl to run the ray tracing in using the shaders to handle the calculations. In fact it wasn't till rather recent ATI cards could make use of it. Nvidia has been able to do it for some time. That had to do with ATI's drivers sucking.
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      You just got to love the chunk system used on vehicles.

      The so called power issue I had was in relation to a bug that was verified by more than 1 orange on here. It was with the beams missing the 5th tick which was why the beams systems couldn't reach 80% using two beams. Not exactly my fault when the issue is a software bug. Or maybe you are...
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      You just got to love the chunk system used on vehicles.

      You have figured out it takes about 9900 blocks to get 193 per block with the the Aux system right? Verified today just before writing this. If you make smaller groups you won't get as much power per block and will waste much much more space. You know explosions from the chain detonation are...
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      You just got to love the chunk system used on vehicles.

      Not like I am going to paste an entire engines worth of code in here. Consider this. You are bitching about LOD when the system above can already reduce the number of vertices and polygons down. Lets see a 100x100x100 set of the same block. I can store by providing 2 positions opposite corner to...
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      You just got to love the chunk system used on vehicles.

      The group and or component based models can be modified just like chunk systems. You create a group based on do they have a shared function or attached to an entity. An entity can have many groups. Such as your power system could form a group, the shield system could form a group, a door, a...
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      You just got to love the chunk system used on vehicles.

      You miss the point your 200m penetrating weapon would make even faster work of any ship using Aux Power. All you would need to do is strafe the ship lengthwise one time and it would be dead. It only takes destroying one block on an aux power group to destroy 70 to 80% of it. Considering how...