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Galactic Domination - v2 (STEREOSCOPIC!)

 -- CGameProgrammer @ 1170067320
 
 

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[edited 6 times; latest by CGameProgrammer on 1170565200 -- highlight modified text]
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Large assault by green ships on a red capital ship.
last modified on 1170067161
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They've destroyed the capital ship.
last modified on 1170067169
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3D! Focus your eyes BEHIND your screen until the two images appear to merge.
last modified on 1170595903
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3D! Focus your eyes in FRONT of your screen until the two images appear to merge.
last modified on 1170595910

GDomin.zip
241 KB Zip archive
279 downloads; latest on 1282798811
Last modified on 1170596640
glut.zip
96 KB Zip archive
292 downloads; latest on 1283135387
Last modified on 1170067244
GDomin_Stereo.zip
240 KB Zip archive
256 downloads; latest on 1283127950
Last modified on 1170595964

STEREOSCOPIC 3D!
I've released a stereoscopic version for true 3D. To view it, focus your eyes behind the screen until the two images appear to merge. Alternatively, you can press Space to switch focus modes, then focus your eyes in front of your screen (basically crossing your eyes) until the images merge.

The stereoscopic version has modified controls. Moving the camera is identical to the original version, but these have changed:

SPACE: Toggle focus modes. By default, you need to focus your eyes behind the screen.
F: Press it to start following a randomly-selected ship. The ship being followed will change every 10 seconds. Press F again to return to a free-floating camera.

You cannot control ships in this version, and there's no UI. Just have fun watching.


Galactic Domination is basically an AI simulation in which many autonomous spaceships fly around attacking each other. You can give them some simple orders but they primarily make their own decisions. And it's not a real game so you control all sides.

The thing about it is that the AI does not cheat in any way. Ships can turn only at fixed rates; they can't just instantly point themselves in a direction. And the AI must determine which pitch/yaw/roll speed to use to get to its target without colliding with anything. Also, ships can only move forward; they can't strafe or reverse, and in most cases they can't turn at all if they're not moving, and their turn speed is based on their forward speed. No, it's not at all realistic for spaceships, but it's fun to watch.

Similarly, weapons do not cheat either. Blaster bolts (think Star Wars) move in a straight line; they don't follow their targets. Thus, spaceships need to aim ahead of a ship instead of directly at it, calculating the best place to aim at so the target flies into the bolt. Forward-facing guns require the ship to be facing its target (or the spot where it chooses to fire at) and they're fired in whichever direction the ship is facing. Turrets have their own AI; they determine which enemy to fire at (each turret selects its own target) and rotate to aim at it, rotating at a fixed speed like the ships do.

The graphics are extremely crude because they weren't a priority -- in fact, the blue capital ships launch missiles that use a generic spaceship model instead of something looking like a missile. Oh well.

None of the models were created by me, but I can't remember where they came from, except that a few were from Turt (or "Turt99"). I wrote down the credits somewhere but I can't remember where; I actually haven't worked on this program since April 2006.

Anyway, in this scenario, there are two red capital ships, two blue capital ships, and a bunch of green ships. The red and blue capital ships launch fighters when they attack.

BASIC CONTROLS

Space toggles between Look and Control modes. You start in Look mode.
Move the mouse to look around, in Look mode.
WASD to move the camera around, in either mode.
Shift+WASD to move around quickly.
Left-click a ship in Control mode to select it. Left-click empty space to unselect everything.
Left-click and drag to select everything in a rectangular region.
Right-click a friendly ship (same color as the one selected) to stay near it or follow it.
Right-click an enemy ship to attack it.
Escape quits.

ADVANCED CONTROLS

F makes the camera follow the selected ship, third-person style. You can still move the mouse around (in Look mode) to rotate the camera around the ship. Battles are really fun to watch in this mode. Press F again to stop following.
G selects all ships of the same type and color as the one(s) selected. Stands for "group".
M Toggle multithreading (disabled by default). Not 100% guaranteed to be bug-free but I'm pretty sure it is. This should give you a nice speed improvement on dual-core machines.
1-5 Change the speed. 1 is full speed, 5 is paused. 2-4 slow it down, and I recommend doing this since it's fun watching slow-mo battles.
B shows bounding spheres on nearby ships. All collision detection is sphere-based, but ships can be composed of many of them. Especially true for the capital ships.
P shows the predicted paths for nearby ships over the next few seconds (unless they're stationary). In order to avoid collisions, ships don't simulate collisions with other ships' locations; they collide with the entire area of space that ship would cover in the next few seconds. By turning paths on, you can see the AI make its decisions since the paths also serve to indicate where the AI has decided to go.

To change resolution, edit GDomin.ini. It should be obvious how, but be sure to preserve the spaces since I only do very crude parsing of it.

Oh, and I've attached glut.zip if you don't already have GLUT installed.


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 View Webbster's Profile

Registered: 1074449984
Comments: 18
Posts: 0
Timezone: GMT - 1 (U.K.)
Gateway: derby.ac.uk
Webbster
30 January 2007 6:48 pm
#1
Nice. The capital ships look a lot like battlestars
 
 View CGameProgrammer's Profile

Registered: 1044255000
Comments: 1044
Posts: 8
Timezone: GMT - 9
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CGameProgrammer
4 February 2007 1:47 pm
#2
I've uploaded a stereoscopic version which is just tons of fun to watch. Let me know what you think.

I've also updated the original version to fix a crash bug. When a ship targeted a missile, but that missile was later destroyed, the ship then had a dangling pointer to it and that spells doom. I've temporarily just removed missiles from the game; I'll fix the bug properly later.
 
 View binarymillenium's Profile

Registered: 1171470902
Comments: 1
Posts: 0
Timezone: GMT - 9
Gateway: wa.comcast.net
binarymillenium
14 February 2007 4:35 pm
#3
This is really cool, I've attempted things like this before but never followed through.

Couple of suggestions:
-engine trails for the faster and smaller ships
-Scale up the size of the smaller ships the further they are from the camera. It doesn't look too unrealistic if you do it right and helps a lot with figuring out what's going on. There was a star wars mod for HW2 I remember that did this pretty well.

 
 View farcodev's Profile

Registered: 1092252509
Comments: 16
Posts: 1
Timezone: GMT - 6 (Canada)
Gateway: dsl.bell.ca
farcodev
9 March 2007 4:41 am
#4
original idea and cool work CG
 



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