Search found 1135 matches

by FluffyFreak
Sun Jan 21, 2018 7:46 pm
Forum: Pioneer development
Topic: Beam weapons - a plea for insanity
Replies: 2
Views: 44

Re: Beam weapons - a plea for insanity

Ok so I kinda agree with this, and I have a WIP branch where I started to bring back beam lasers... ...but I haven't gotten it to work yet, the visuals are odd since I just repurposed the existing Projectile class, the big issue is that the collision detection does not work. I think I'm transforming...
by FluffyFreak
Fri Jan 19, 2018 9:49 pm
Forum: Pioneer development
Topic: Hyperjump Route Planner
Replies: 7
Views: 76

Re: Hyperjump Route Planner

I've figured out a few little optimisations, one that gets it's to skip the calls to GetSector(v) 13502994 times ( for a system 96 lyrs away ) makes a nice difference. Still there seems to be no way of avoiding generating a Sector, a lot of sectors for long routes. Instead of taking a huge cube I'm ...
by FluffyFreak
Fri Jan 19, 2018 7:34 pm
Forum: Pioneer development
Topic: Hyperjump Route Planner
Replies: 7
Views: 76

Re: Hyperjump Route Planner

Hmm, part of the problem is our ludicrous hyperspace range.
The default starting ship for Earth can jump 74lyrs for example.
by FluffyFreak
Fri Jan 19, 2018 6:43 pm
Forum: Pioneer development
Topic: Hyperjump Route Planner
Replies: 7
Views: 76

Re: Hyperjump Route Planner

Also we can make the check a lot more local when it goes comparing system<>system to calculate duration.
I think it needs some intermediate spatial data structure.
by FluffyFreak
Fri Jan 19, 2018 6:28 pm
Forum: Pioneer development
Topic: Hyperjump Route Planner
Replies: 7
Views: 76

Re: Hyperjump Route Planner

A *LOT* of the speed problem is that it's having to generate all of those sectors along the way. So the first thing to do might be to reduce in some way the number that it has to consider overall.

I'm just having a look into how it works now :)
by FluffyFreak
Fri Jan 19, 2018 4:13 pm
Forum: Ship and 3D asset development
Topic: Making some additional paint patterns
Replies: 6
Views: 90

Re: Making some additional paint patterns

One of us could PR them for you if you'd prefer us to do that Keeper?
by FluffyFreak
Fri Jan 19, 2018 1:29 pm
Forum: Pioneer development
Topic: Acceleration caps [feature request]
Replies: 6
Views: 107

Re: Acceleration caps [feature request]

Could do a fullscreen fade-to-red/black to show dangerous G-loads quite easily
by FluffyFreak
Fri Jan 19, 2018 1:14 pm
Forum: Pioneer development
Topic: Auto-Pilot
Replies: 6
Views: 79

Re: Auto-Pilot

We did have a thread with ideas about how to fix this somewhere, does anyone know where that was? Or went?
by FluffyFreak
Fri Jan 19, 2018 1:03 pm
Forum: Ship and 3D asset development
Topic: Making some additional paint patterns
Replies: 6
Views: 90

Re: Making some additional paint patterns

They look good, always nice to have more examples and uses as well.

Do you know how to create a PR on GitHub?
by FluffyFreak
Thu Jan 18, 2018 3:27 pm
Forum: Projects
Topic: Cities
Replies: 13
Views: 4072

Re: Cities

https://www.game-cities.com/articles-talks https://www.gamasutra.com/blogs/KonstantinosDimopoulos/20180110/312741/Game_Cities_Those_Handy_Simplified_Urban_Structures.php Urban structures, handy, simplified examples of how cities are laid out and discussions of what to consider when generating city l...