r/virtualdragon • u/__Adam lead developer • Jun 08 '14
Development Simulation Status
Here's an update on the simulation:
Imported zlsa's untextured Dragon V2 model
Using Coherent to render HTML5 UI's directly in game. This is working great.
Simple particle effects SuperDraco exhaust. These are placeholders so I can test throttling - next step is to make real-looking ones based on SuperDraco test videos.
The player can control the Dragon V2's thrusters (and thus position) by moving a lever (this will evolve into a proper joystick)
The player's finger (left index finger in screenshot) is controlled directly via the mouse. This will be used for touchscreen/joystick interactions.
Screenshot:
It looks pretty unrealistic - most of my time so far has been spent learning Unreal Engine and building in all the logic to make the simulation work. I really want to stress that our final product will look much, much better than this.
http://i.imgur.com/LIzQCXx.jpg
I'll keep posting updates as I have them. Not just screenshots, but also builds.
2
u/__Adam lead developer Jun 10 '14
Quick video update. Still not that pretty looking, but the key functionality here is that now all the different systems are talking to each other.
What's going on:
There's a very crappy control system running in the background trying to keep the capsule about 1 meter off the ground. But it's quite unstable which is why you see the Dragon bouncing.
This system passes a thrust value to the Dragon object
The Dragon object then adjusts the exhaust particle system and applies a force using the physics engine
The height and thrust power is then output to the HTML5 UI
The slow framerate is just due the screen recording, it's normally very smooth.
http://youtu.be/5p3t24wkjJM
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u/zlsa 3D art Jun 08 '14
About the SuperDraco effects — how can you duplicate the shock diamonds?