Search found 77 matches

by jpab
Mon Jul 28, 2014 12:39 pm
Forum: Projects
Topic: Clouds
Replies: 34
Views: 23710

Re: Clouds

FluffyFreak wrote:Yeah but it runs without that at reduced quality and that's mostly the rendering side of things.
Oh, ok, I didn't realise it had a fallback option.
by jpab
Mon Jul 28, 2014 10:46 am
Forum: Projects
Topic: Clouds
Replies: 34
Views: 23710

Re: Clouds

I think the Intel thing is specific to their hardware... I don't know if there's much chance of translating it to work on anything else. The web page says "demonstrates high quality cloud rendering technique which uses Pixel Shader Ordering, a DirectX extension available on Intel HD graphics hardwar...
by jpab
Sun Jul 27, 2014 6:18 pm
Forum: Pioneer development
Topic: Building with Clang on Windows?
Replies: 1
Views: 1623

Building with Clang on Windows?

LLVM/Clang has been improving its support for Windows, and has an experimental driver that emulates cl.exe (Microsoft's C++ compiler). Apparently there are builds available to test (so you don't have to build Clang from scratch yourself) and Visual Studio can be configured to build using clang-cl.ex...
by jpab
Tue Jul 15, 2014 9:54 pm
Forum: Pioneer development
Topic: [Design] Equipment, cargo, mass and volume
Replies: 10
Views: 7124

[Design] Equipment, cargo, mass and volume

The current system Currently, ships have limits on different equipment "slots". These limits are specified in terms of the maximum number of items. For example, a ship might have a cargo bay that can accept up to 10 cargo items, and missiles racks that can take up to 4 missiles. For most equipment ...
by jpab
Sun Jul 13, 2014 9:31 pm
Forum: Ship and 3D asset development
Topic: Replacing the Big Crappy Station
Replies: 63
Views: 40331

Re: Replacing the Big Crappy Station

The glitching out of certain faces is probably due to the back-face culling. That doesn't care about the surface normal, which is used for lighting calculations, it cares about the winding order . I totally agree that it (at least part of the problem) does look like a back-face culling issue. Howev...
by jpab
Wed Jul 09, 2014 1:40 am
Forum: Pioneer development
Topic: New equipment migration questions
Replies: 6
Views: 2587

New equipment migration questions

I'm creating this thread for questions about how to migrate Lua scripts to work with the new equipment code. ----- First question is from walterar, and is taken from issue #3027 : I'm not sure how to migrate this, to new code: if (ship:GetEquipFree ("LASER") < ShipDef [ship.shipId] equipSlotCapacity...
by jpab
Fri Jun 27, 2014 11:53 am
Forum: Projects
Topic: Better docking
Replies: 28
Views: 16837

Re: Better docking

As you say, NPCs still have to be able to dock, so we will always need the code to do that. I don't see any advantage in dropping autopilot docking for the player. The only reason I can think of for doing it is to force some gameplay onto people, but I would guess most players will have trading runs...
by jpab
Fri Apr 11, 2014 8:48 pm
Forum: Pioneer development
Topic: Autopilot - small change
Replies: 9
Views: 3234

Re: Autopilot - small change

Not excatly on topic, but my autopilot couldn't land on a planet that was on a very close orbit around a brown dwarf. Is this a bug or a feature? Should I open a Github thingy? I have a save of it. Might be a bug. Might be that your ship didn't have high enough thrust to land safely. Opening a gith...
by jpab
Tue Apr 08, 2014 5:27 pm
Forum: Pioneer development
Topic: Project a plane/grid onto a sphere
Replies: 6
Views: 4071

Re: Project a plane/grid onto a sphere

The video for that thesis looks really good. Is that what you're intending to implement?
by jpab
Sat Apr 05, 2014 8:27 pm
Forum: Pioneer development
Topic: Autopilot - small change
Replies: 9
Views: 3234

Re: Autopilot - small change

Ok, I've made an attempt at this: https://github.com/pioneerspacesim/pioneer/pull/2846

If you have facilities to build the game from source, then your help testing the change would be appreciated.

John B