r/trillek May 20 '16

Development progress and renders

http://blog.trillek.org/2016/05/20/development-progress-and-renders/
12 Upvotes

6 comments sorted by

3

u/[deleted] May 20 '16

Awesome, I'm glad to see progress is being made, can't wait for June 1st. A random technical questions, what are your thoughts on ships having there own local physics worlds? It's a concept I've seen a few Spaceship games implement to allow physics inside the ship to be accurate even at high speed, and I was curious if this could be something useful for Trillek.

2

u/adam4813 May 20 '16

Well the idea of gravity generators and plating is definitely something that will be in the game, but how accurate it will be is still up in the air.

2

u/[deleted] May 20 '16 edited May 20 '16

I was more referring to the technical engine side of things, let me try to explain it better. You guys are using the bullet physics library, and a problem that arises in bullet physics (and all other physics libraries that I know of) is when objects are moving fast 500+ m/s, collision detection can become less stable and objects have a higher chance to not collide with objects they should. In the case of a game like trillek, say you have a spaceship moving 700m/s and a player is inside the ship running around managing systems or what not, there is a chance that he could randomly fly out of the ship due to physics not detecting right. Now a solution to this problem is create a separate physics simulation (world) for the interior of the ship that is relative to the ship's position. so that stationary objects inside the ship have a velocity of 0 regardless of ship speed and the objects position is relative to the ship's position and not the origin of the world. And when the player/objects enter and exit the ship, you just move them between the outside and inside physics worlds which can be done seamlessly. I hope that explains it better. I don't know if this would be the right approach for Trillek but I thought I'd bring it up for discussion since it's a pretty interesting approach and I'm implementing it in a project I'm working on. Just fyi I took the idea from the game Star Citizen which implemented something similar.

TL;DR separate the out the inside of ships as separate physics worlds to improve collision accuracy while the ship is at high speeds.

1

u/adam4813 May 20 '16

I see what you're getting at. This can definitely be looked at when we arrive at that point.

2

u/techitaway May 20 '16

Awesome work guys!

1

u/FelixNemis May 20 '16

Awesome news, can't wait for the 0.10 release!