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SolarisDate: Tuesday, 04.12.2012, 19:42 | Message # 376
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lol SpaceEngineer, that was unexpected biggrin
Really cool to see some wheel on the ground.
 
smjjamesDate: Tuesday, 04.12.2012, 19:56 | Message # 377
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Quote (neutronium76)
Quote (QuietlyConident)
SpaceEngineer, you are ridiculous

I'd say SpaceEngineer you are amazingly creative and funny - ridiculous has a negative aura but I am not a native English speaker so I may be wrong unsure .


It depends on the tone mostly, but not getting into linguistics here. Not that I'm a linguist or anything anyhow.

As Harb said, all QuietlyConfident did was call Space Engineer silly.

@SpaceEngineer: Nice. I assume that it will be 'gravitationally' bound (in a pseudo-gravity way, since SE doesn't actually simulate gravity) to the object you want to drive on? It would be awesome to have a wheeled or 'hovering' (I'm thinking star wars landspeeders, something like that) craft that you have and control on the ground.

Basically.... awesomeness all around. biggrin lol.

Edit: Just a random thought, will the vehicles have limitations with climbing certain angles or will we just assume that they have ultra all-grip wheels or something?







Edited by smjjames - Tuesday, 04.12.2012, 20:04
 
HarbingerDawnDate: Tuesday, 04.12.2012, 20:04 | Message # 378
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Quote (smjjames)
SE doesn't actually simulate gravity

What do you mean by this?





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smjjamesDate: Tuesday, 04.12.2012, 20:13 | Message # 379
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Quote (HarbingerDawn)
Quote (smjjames)
SE doesn't actually simulate gravity

What do you mean by this?


I mean it doesn't simulate gravitational interactions and gravitational pull. If you parked yourself above a planets surface and put yourself into airplane mode (or starship mode, but an airplane is a better visual example here) and don't move, the planet doesn't pull you towards the ground.

I was trying to separate actually simulating gravity vs the vehicle being 'glued' to the ground so that it doesn't zoom off the surface like an airplane when you push W and aren't looking below the horizon.

Basically I'm trying to ask whether it'll stay a constant distance above the ground as you drive it.

Edit: Why the heck didn't I just say that? I have a hard time summarizing things sometimes.







Edited by smjjames - Tuesday, 04.12.2012, 20:20
 
HarbingerDawnDate: Tuesday, 04.12.2012, 20:21 | Message # 380
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Quote (smjjames)
If you parked yourself above a planets surface and put yourself into airplane mode (or starship mode, but an airplane is a better visual example here) and don't move, the planet doesn't pull you towards the ground.

That is because physics simulation is disabled in those modes. Go into game mode, gravity is simulated.





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smjjamesDate: Tuesday, 04.12.2012, 20:22 | Message # 381
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Quote (HarbingerDawn)
Quote (smjjames)
If you parked yourself above a planets surface and put yourself into airplane mode (or starship mode, but an airplane is a better visual example here) and don't move, the planet doesn't pull you towards the ground.

That is because physics simulation is disabled in those modes. Go into game mode, gravity is simulated.


This version has a game mode? I didn't know that. How do you get that mode? *tries to look at the manual for answers*

Or are you talking about spaceship mode?







Edited by smjjames - Tuesday, 04.12.2012, 20:24
 
neutronium76Date: Tuesday, 04.12.2012, 20:22 | Message # 382
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Maybe ''hilarious'' would be more appropriate then? ( I am just using google's translator)

Anyway I think if basic physics is used we would be able to drive such vehicles a'la outera style which will be real fun!

smjames press ctrl-F3 to select a ship and then press '4'. use asdw to accelerate and numpad 45629 to turn (translate and rotate)





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Edited by neutronium76 - Tuesday, 04.12.2012, 20:25
 
HarbingerDawnDate: Tuesday, 04.12.2012, 20:24 | Message # 383
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Quote (smjjames)
This version has a game mode? I didn't know that. How do you get that mode?

...you've used this version for how long and yet you've never used the spacecraft?





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smjjamesDate: Tuesday, 04.12.2012, 20:40 | Message # 384
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Quote (HarbingerDawn)
Quote (smjjames)
This version has a game mode? I didn't know that. How do you get that mode?

...you've used this version for how long and yet you've never used the spacecraft?


I've used it a bit and I didn't think of spacecraft mode as being game mode. I don't use it that much though.

If you park by a planet and aren't in orbit, the planet pulls you towards the surface, and SE doesn't do that, which is what I'm talking about here by gravity.

I'm differentating from physics and the gravitational pull of a planet here and the gravitational pull of a planet is what I'm talking about.

Added (04.12.2012, 23:36)
---------------------------------------------
Quote (neutronium76)
smjames press ctrl-F3 to select a ship and then press '4'. use asdw to accelerate and numpad 45629 to turn (translate and rotate)


Oh that game mode

Uh, maybe I'll go try one of them. Not atm though....

Added (04.12.2012, 23:40)
---------------------------------------------
....

*Is humbled*

Okay, nvm all that stuff as I'm silly.

Also, WHOO! Slingshotted around a gas giant. (my actual intent was to crash into it, but okay)







Edited by smjjames - Tuesday, 04.12.2012, 20:52
 
SpaceEngineerDate: Tuesday, 04.12.2012, 21:08 | Message # 385
Author of Space Engine
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Russian Federation
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Quote (smjjames)
@SpaceEngineer: Nice. I assume that it will be 'gravitationally' bound (in a pseudo-gravity way, since SE doesn't actually simulate gravity) to the object you want to drive on? It would be awesome to have a wheeled or 'hovering' (I'm thinking star wars landspeeders, something like that) craft that you have and control on the ground. Basically.... awesomeness all around. lol. Edit: Just a random thought, will the vehicles have limitations with climbing certain angles or will we just assume that they have ultra all-grip wheels or something?

Who said about vehicles? This is just a test of loading OBJ models with supporting of materials (multiple textures per model), nothing more. Don't expect car physics simulation - SE doesn't even have collision detection. Physics requires many months of work.

*





 
smjjamesDate: Tuesday, 04.12.2012, 21:14 | Message # 386
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Quote (SpaceEngineer)
Who said about vehicles? This is just a test of loading OBJ models with supporting of materials (multiple textures per model), nothing more. Don't expect car physics simulation - SE doesn't even have collision detection. Physics requires many months of work.


It was a mistaken impression on my part, so, never mind. ;D (there isn't really an emoticon available for slightly embarassed, so that will have to do)

Sorry about all the confusion.

Still, being able to use models of ground vehicle objects would be cool.







Edited by smjjames - Tuesday, 04.12.2012, 21:18
 
SalvoDate: Tuesday, 04.12.2012, 21:22 | Message # 387
Star Engineer
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Italy
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Quote (smjjames)
loading OBJ models with supporting of materials (multiple textures per model), nothing more

No trasparent materials? xD
The car have opaque windows LoL





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Jeroll3dDate: Tuesday, 04.12.2012, 22:41 | Message # 388
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Cool - phisics in procedural planet? Great. Every day a good surprise. yahoo

Good work. moil
 
smjjamesDate: Tuesday, 04.12.2012, 23:28 | Message # 389
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Quote (Jeroll3d)
Cool - phisics in procedural planet? Great. Every day a good surprise. yahoo


I think you might be making the same mistake I did, Space Engineer said that he was just testing out stuff with models with multiple textures and he just happened to use a car, there is no new physics or anything. (although the current physics in game mode might still allow you to kind of drive).





 
SpaceEngineerDate: Tuesday, 04.12.2012, 23:40 | Message # 390
Author of Space Engine
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Latest updates:

  • The [End] button rotates camera horizontally
  • Importing ships models in the OBJ fromat with material and multiple textures
  • Cache for textures and models

    So I finished the cache for (ships) textures and models. Now it is possible to use models that share the same textures, and each unique texture will be stored in the video memory only once. And unlike SE 0.96, now it is possible to use many copies of a single ship (i.e. making a fleet of shuttles or starships etc), and its model get stored in video memory only once too - each copy of the ship will use the same model. Ships textures and models cache are now included into SE memory manager, so SE now automatically unloads unused models and textures when video memory is free and needed for loading new stuff (planetary textures, galaxies, new ships, etc).

    These screenshots show a fleet of all models I use now with 4 copies of one very huge ship. Its model has almost 1 million triangles and uses 104 Mb of VRAM, however it is stored only once, so these 4 ships use only 104 Mb. All these ships uses 258 Mb for models and 152 Mb for textures - now we see how important it is to avoid multiple copies of textures in memory.

    The size of models will be significantly reduced when I implement the ship constructor. Now every fuel tank, every engine nozzle, every support beam is made of its own polygons. But in the constructor ships will be made by a few dozen main parts, and each part will have its own model, stored in the memory only once.

    The next step is making a possibility of dynamically adding and removing space ships. I'll make a simple interface with the buttons "create ship here" and "destroy ship".

    Good news for modders - now SE supports importing models from the OBJ format with the material library (MTL), So SE now supports multiple textures per model, and you don't need to make a single texture atlas. It is possible to even have no textures in some parts of the model, just the color materials, and still have a good looking model (one car in the screenshot uses no textures).

    Huge ships:



    Small ships. Cars are just a test for importing new code. That weird stuff with two spheres and boxes is a (single) test model too - it shows that smoothing of normals are working right (one sphere is smooth, while the second shows flat triangles).



    *
    Attachments: 8016586.jpg (285.7 Kb) · 8906894.jpg (143.5 Kb)





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