Using realistic physics allows for nice tricks. In the video, you see how one ship flies and floats around while another ship tries to follow it by matching its own velocity and location to the target ship. Once it has achieved the same velocity as its target, it is free to rotate towards the targetContinue reading “Following and movement waypoints”
It was time to add thruster effects. Not only because it looks cool but because it is a nice way to get visual cues on how the AI is flying the ship. Thus, it is also like a debugging tool to see that the ship behaves correctly in the dragless space. The ships basically haveContinue reading “Thruster effects”
Making a good UI is necessary for a full 3D tactical combat. In an RTS game or, for example, a Total War game, you usually command your units to some strategic locations depending on what you want to achieve. However, since space is quite empty, there are no fixed reference points like most RTS gamesContinue reading “Health bar, drag selection and selection markers”
Some testing of the UI command system. If multiple ships are selected, they fly to a wall formation. If they drift too far away for some reason, they turn to fly back to the ordered location. Otherwise, they use their lateral thrusters to stay in place.
It is easy to make an object move towards a point in space by gradually setting its position closer and closer to the said point. However, when that object has to move itself with three rotational motors and a main thruster, and it has inertia but no drag, the problem immediately becomes a bit harder.Continue reading “Flying”
I have liked strategy games all my life. I have spent countless hours on games like Civilization and Master of Orion. For some reason the combat in many modern space 4X games has not been entirely satisfying for me. It seems that to get a game I would like to play I have to makeContinue reading “First post”