Wow....
Well, Progress continues on the code design. I am splitting it up into 3 files. A main game file, a file for player class and function definitions, and a file for solar system classes and functions. The biggest pain is that I am learning python and Panda3D at the same time, so things sometimes feel a bit slower.
In any event, I *am* making progress on it. I am removing the orbit stuff while I do this because it was completely sucky. I will be reworking the orbits later.
I am still not real thrilled with the flight controls. I would definitely love some feedback on how to make this better. I am almost tempted to use a joystick, although I know that would limit the number of people that can play. Dunno yet. Maybe once I get the auto-pilot-ish thing working, it will get better. I guess I can implement it enough that there won't be much need to take manual control very often.
Multi-player is still in the near future. Obviously testing amongst the computers here at the house will be easy, but if anyone else wants, I will expose one of my computers to the network for login.
Finally, I ran fraps on my laptop to check framerates. As a result, I turned down the amount of junk that floats around. I am down from 10,000 to 2,000 pieces. at 10K, with a scaled down ship and a much more scaled up universe, I was running about 3 frames per second. I tuned down the universe some, and reduced the junk count, and am back to about 47 fps. For the laptop, I think that is prolly good. Once the refactor is complete, I will throw it on the desktop and see what it does.
Thanks for playing!
*UPDATE*
The scene is rendering properly again. I have not yet implemented any of the keymapping or event handling, but that should be easy enough to finish off tomorrow. The whole thing turned into a re-write of the code, since it was actually easier than trying to shove what I had into the new data structures. I guess when I am done, it will have to be version 0.0.0b lol
Sunday, May 3, 2009
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