Vega Strike Update! Share on Facebook Share on Twitter Update ID

HellcatV sends us this Vega Strike status update... sounds like we'll see something great from them real soon now!
I apologize for the lack of updates, but due to some oddities in sourceforge along with me having moved physical location, I have been unable to edit the webpage.

Progress has been moving forward! Beams have been completed, with a standardized weapon format being written into the unit.xml files. The names of weapons reference a master weapon list which contains the properties of all weapons a starship could have.

In addition, major effort has been spent on making a fast collision detection system. One might argue that collisions are rare as starships do not often crash...however each laser beam or mass driver cannon needs to collide in order to do damage, so a breathtakingly fast collision system is important!

I store all starships and beams in a 3d collision table that has divided space into sectors. starships are only compared with others in their sector. If their farthest out points are somewhat touching then more difficult and accurate tests are used. BSP's are not fully functional yet, so the collision system right now utilizes only bounding spheres and boxes (2 levels)

Lots of debugging effort has been put in to remove some very stupid bugs in the collision system...it now appears to be working:

***MESH midway.xunit - Unit DELIVERS DAMAGE TO Planet - sun.bmp
Killing velocity: (0.28409,-1.81515,-2.15836), 1.23215
***MESH midway.xunit - Unit DELIVERS DAMAGE TO Planet - moon.bmp

And lastly extremely preliminary code has been put into place for a slow port of the graphics libraries to C (as opposed to C++). AI and the collisions will remain C++.

So all is looking bright for vegastrike. We're still looking for AI programmers or programmers willing to port large quantities of C++ code to C. Please let me know at Hellcatv@hotmail.com


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