Comments (5)
Holy shit.
Ok. First off. I didn't think anyone would find this this quick. It's pretty much WIP. If you are expecting a full game here, you will be disappointed, I started only 2 weeks ago.
The game is pretty much in the state where the Helms station works, the main screen shows 3D, and you can fire beams&missles. But lots of stuff is missing right now. (No enemies, no damage on ships, no docking) I only implemented homing missiles this morning.
The starting state is 1 station with 2 stationary ships that you can fly, which is hard coded.
As for the compile error. I think I just pushed a patch to fix this. (I'm not running Linux right now)
from emptyepsilon.
I think I came across this project 6 hours after the first commit. :)
I'm not expecting a full game, being this repo is pretty young, but I try to be up on what's going on in this genre of games.
Looks like the patch fixed it. I've gotten past that point. I need to look at some linking errors, but it's probably something I'm missing.
Just curious, what operating system are you running?
from emptyepsilon.
I'm running Windows.
Nallath is running Linux.
And some people in the office here are running MacOS.
So once I'm at the point where I'm building release-packages I will try to supply all 3.
Linking errors could also be because of the Code::Blocks project. Could be that there are some windows-specific library names in there. I think "opengl32" and "glu32" are called differently on Linux. I think it was "GL" and "GLU"
I pretty much started this project because we where playing Artemis at the office 2 weeks ago. And we where like "omg, this is fun. But the implementation could be so much better".
My first plan is to get about feature-complete in compare with Artemis 1.7
Next, I want to add a few things I really miss in Artemis. For example, I think the GM-Console is a real missed opportunity. I want to implement something that's closer to an RTS, where you can also fine-control the AI, order them around and stuff. Allowing a GM to execute more advanced tactics.
This is how the main screen currently looks, when viewing the ship (rotated 45 degrees for debugging)
http://i.imgur.com/dtHjFhF.jpg
The beam weapons still need a texture, which is why they are white. The circles and square are debug information (collision information)
While disabled on my run, I also support FSAA to make it look a bit better.
The 3D models where part of a free pack. The person who made them also has more complex bigger models in the same style, but they are not free. If there is enough interest in the project I'll most likely setup a donation pool to get more and better models for the game. (It's only a few $100 to get quite some of the models, but as it's a hobby project, I do not want to sink that amount of cash into it on my own)
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I just figured out the linking problem before I saw your reply. I had to remove the sfml-main line as well.
I also had to add
<Unit filename="src/homingMissile.cpp" />
<Unit filename="src/homingMissile.h" />
to the cbp file to get it to compile.
I got the game to run. Looking good so far. Just tested it for a couple of minutes. Going to test it out more when I have more time.
I am too an Artemis SBS fan and run games at local conventions. Make sure you check out Artemis's 2.1.1 update that just came out (requires Artemis 2.0).
I've also played with Quintet and Space Nerds In Space (SNIS is also on Github). I run a forum at BridgeSim.net for games like these. Feel free to check it out.
For models and such, you might want to check out SolCommand.com. There's some cool models out there I believe most of them can be used for free as they are licensed under Creative Commons. Also there's a few on OpenGameArt.org
from emptyepsilon.
Oh, solcommand.com looks nice. But those models do need a bit more work then the ones I use now. (These are complete with multi-textures)
I knew about OpenGameArt. Pretty sure I can find a nice missile model there, which is one of the key models I'm missing right now.
Be sure to pull the latest changes if you test. I've just improved the ship system a bit, allowing you to customize the ship layouts with the shipTemplates.lua file (text file). Right now the ship-0 is the main cruiser which has about the same stats at the Artemis cruiser. And the ship-1 is a small figher, single beam weapon, almost no shields, but fast and quick to turn. Pretty sure I need to balance that a bit better, but the fighter is intended for AI.
Homing missiles now actually aim for the target, and impact with them (at which point the missile disappears, no explosion effects).
I've done only limited network testing right now. So I have no idea how well it scales up with multiple users. Ran a quick network test yesterday on 2 computers, which ran quite smooth. It also auto-detects servers on the local network. Which saves a heap of problems compared to Artemis.
The server controls pause ([p] to pause, [space] to resume)
from emptyepsilon.
Related Issues (20)
- [docs] Document resource pack creation and usage
- Alpine-linux compiling HOT 9
- Package EmptyEpsilon via Flatpack and publish on Flathub HOT 9
- After building from source running fails due to no config HOT 5
- Pressing delete while at the end of a text entry box crashes the game HOT 2
- [tweak] Docking services toggles are confusing if ship doesn't have any DockClasses HOT 2
- Enhancement Request - Missile Tube Status getter HOT 1
- Joystick events not detected under netboot HOT 10
- Enemies cant aim side-mounted weapons? HOT 4
- Missile trajectory lines glitching HOT 1
- EE-2023.06.17 Navy Striker model super-sized HOT 6
- Feature: Player ship stats in ship selection screen and database HOT 7
- Linux server crashes when clients try to connect HOT 6
- [Issue] When the player ship docks at a station, it jerks
- [Scenario issue] "The Black Wall" from Dyrian HOT 8
- unexpected mass spawning of ships HOT 3
- Game won't start with current version on OpenSuSe 15.4 HOT 2
- Borderline Fever scenario error: attempt to call a number value (local '_') HOT 2
- Check
- build/MacOS Needs Update HOT 1
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