Bay 12 Games Forum
Finally... => Creative Projects => Topic started by: Reelya on May 12, 2016, 08:30:59 pm
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As I mentioned to a few people before, I spent the last few weeks working on a game prototype for class. It was original based on a procedural planet generator I wrote years ago. So, here's the current prototype that I'm working with. The tech used is C++/OpenGL with a little bit of the Glut library for window management, SFML for loading sounds, SOIL for loading texture files.
If anyone wants to boot this up for a few minutes I'm definitely open to ideas on what to add.
http://retrogressiongames.com/projects/starfighter/StarFighter.zip
Here's a quick screenshot:
(https://img.itch.io/aW1hZ2UvNjcxMDEvMzA0NjI3LnBuZw==/347x500/Ifd8rd.png)
It's actually pretty fun to load this up and shoot down the enemy ships that try and attack you. Go at very slow speeds if you want to fight stuff, but you can also accelerate fast and scoot out to the edge of the solar system if you want to explore. The AIs are currently pretty goddamn dumb, but they do the job. Fly into a space station (literally) to get health if you need it.
Eventually, I'm going to expand this to a whole procedurally generated galaxy. Here's a screenshot of my (currently separate) galaxy generator algorithm:
(http://retrogressiongames.com/projects/starfighter/galaxy.png)
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Are you planning on individually generating all those stars? :o
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That's really cool looking so far! I haven't tried it yet, but I'll be sure to tell you how it is when/if I do.
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Are you planning on individually generating all those stars? :o
And if so, would you pregen everything at game creation or generate new systems as the player enters them?
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Definitely on the fly. Pregen for a billion+ stars isn't going to work. The solar system in the current build is generated at runtime. Actually, if you die then it generates a whole new solar system.
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PTW
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The usual solution would be to generate the solar systems based on a seed that is determined by their location. Then you could generate them on the fly and wouldn't have to store them in memory.
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Any chance of an OS X build? I tried running with WINE and got a bunch of OpenGL errors, unfortunately. Here's the output, if you're curious:
cDisplayModeInit::Draw: GL ERROR: cDisplayModeInit::Draw: GL ERROR: cDisplayModeInit::Draw: GL ERROR: cDisplayModeInit::Draw: GL ERROR: cDisplayModeInit::Draw: GL ERROR: cDisplayModeInit::Draw: GL ERROR: