First of all, thanks for making such a great forum available for everyone.
The moment I realized it was possible to play without any visible terrain at all, staring into the deep void of outer space, I realized it would be pretty awesome to have a 1st/3rd person 3D space shooter in Starcraft 2 :]
So I've been experimenting for a while. There were several features I really thought were necessary: motion across 3 axis, 1st and 3rd person cam, free look with mouse, firing high-speed projectiles, gravitational pull.
Controls/instructions can be found at the project overview page.
It's working pretty well, but I have my doubts that it will also run smoothly in multiplayer games. Anyway, I will leave this map for what it is and start from scratch on the multiplayer version. It would be great if there's a way to have the spacecraft tilt and roll, but I haven't yet seen or figured out a method to achieve this. Any ideas?
First impression is awesome, really gave me the feeling of an old game I used to play on a Risc OS computer
At some points it does look rather buggy though, the ship is strafing which looks really weird. Would be cool to have objectives you need to complete and powerups you can get or maybe a 4 player co-op option. I definitely see great maps coming out of these mechanics! Keep it up!
Very nice. I think your best bet for rotation is unfortunately going to be actual pre-animation of the model, but best of luck finding another solution!
As far as dealing with the model angle is concerned, best of luck...
However I am working on a verry similer project (copter flight (Banchee), planet based) and almost have it working correctly.
I use trig (on an elipse) to get the longatudional, lateral, verticle components of the accelleration (relitive to the ships facing) based off the pitch and roll of the camera.
The ship has a single source of accelleration, I just multiply the accelleration against each of these components (which by pythagoras's theorem add up to 1), then calculate the new verticle velocity (verticalAccelleration - gravity) * triger period, and the lateral, longitudional by finding the new velocity (relitive to the ships facing), added to the old velocity (relitive to the map X,Y).
Basicaly the camera has pitch,roll,yaw and thats what my accelleration angle is based off. It gives a good natural feeling in first person perspective. The model dosnt tilt/roll but the camera does.
If you want a soundboard for any of the physics/maths/trigers just send me a PM, im hoping (work load allowing) to have a proof of concept video up some time this week.
First of all, thanks for making such a great forum available for everyone.
The moment I realized it was possible to play without any visible terrain at all, staring into the deep void of outer space, I realized it would be pretty awesome to have a 1st/3rd person 3D space shooter in Starcraft 2 :]
So I've been experimenting for a while. There were several features I really thought were necessary: motion across 3 axis, 1st and 3rd person cam, free look with mouse, firing high-speed projectiles, gravitational pull.
Project link: http://www.sc2mapster.com/maps/space-shooter-sim-3d/
Controls/instructions can be found at the project overview page.
It's working pretty well, but I have my doubts that it will also run smoothly in multiplayer games. Anyway, I will leave this map for what it is and start from scratch on the multiplayer version. It would be great if there's a way to have the spacecraft tilt and roll, but I haven't yet seen or figured out a method to achieve this. Any ideas?
Thanks :)
First impression is awesome, really gave me the feeling of an old game I used to play on a Risc OS computer
At some points it does look rather buggy though, the ship is strafing which looks really weird. Would be cool to have objectives you need to complete and powerups you can get or maybe a 4 player co-op option. I definitely see great maps coming out of these mechanics! Keep it up!
do a barrel roll!!
edit: yes, you should call it starfoxO_O
That's pretty legit
WOW!
Very nice. I think your best bet for rotation is unfortunately going to be actual pre-animation of the model, but best of luck finding another solution!
As far as dealing with the model angle is concerned, best of luck...
However I am working on a verry similer project (copter flight (Banchee), planet based) and almost have it working correctly. I use trig (on an elipse) to get the longatudional, lateral, verticle components of the accelleration (relitive to the ships facing) based off the pitch and roll of the camera.
The ship has a single source of accelleration, I just multiply the accelleration against each of these components (which by pythagoras's theorem add up to 1), then calculate the new verticle velocity (verticalAccelleration - gravity) * triger period, and the lateral, longitudional by finding the new velocity (relitive to the ships facing), added to the old velocity (relitive to the map X,Y).
Basicaly the camera has pitch,roll,yaw and thats what my accelleration angle is based off. It gives a good natural feeling in first person perspective. The model dosnt tilt/roll but the camera does.
If you want a soundboard for any of the physics/maths/trigers just send me a PM, im hoping (work load allowing) to have a proof of concept video up some time this week.