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Author Topic: 3 Questions-  (Read 9692 times)

Josedav

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3 Questions-
« on: August 24, 2012, 12:35:40 am »

This I'm sure has been discussed- but was unable to find any topic info-
 Is it possible for more than one "mode selector" (1,2,3, as in "SpaceEngine") to be coded for the "WASD-QE" key assignments so that when pressed once and released (while steering w/ the mouse) would produce a constant slewing movement in that direction thus relieving the task of constantly having to hold the key down?  This new mode for UFO motion "per excellence" would make for a much more enjoyable experience-  and if this is already in the planning any news as to when?

Last question- is there a way using fullscreen or window mode to turn off "info box" at top of screen?
Thanks,
Joseph
« Last Edit: August 24, 2012, 12:46:58 am by Josedav »
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cameni

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Re: 3 Questions-
« Reply #1 on: August 24, 2012, 01:47:38 am »

So a mode where turn the motion on and off by a key press? How should it handle the shift modifier?

The info box pops up on error, it can be closed with key 'p'.
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Josedav

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Re: 3 Questions-
« Reply #2 on: August 24, 2012, 09:46:25 pm »

So a mode where turn the motion on and off by a key press? How should it handle the shift modifier?


Not sure I've communicated properly- the way it is set up presently- pressing the selective keys produces multi-directional movement until key is released which stops all movement.   I'm referring to implementing an "extra toggle key" for mode control of "WASD-QE" so that pressing the same keys once and releasing- will produce a continuing inertia based on the current "page up-down" speed-
 
You're probably very familiar with this type of "key mode" approach excellently incorporated into "SpaceEngine" (also other various 3D platforms using different configurations). A resulting panned sensation of smooth, effortless movement by the user in a 3D world of greatly increased immersion being the end benefit- this is explained thoroughly in greater detail under "Camera control"- (2nd header topic under "Startup")...

http://en.spaceengine.org/publ/user_manual/1-1-0-1 
Joseph


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Kviki

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Re: 3 Questions-
« Reply #3 on: August 25, 2012, 02:17:35 pm »

I think he means he'd like an UFO mode implemented with acceleration so it acts like an airplane, yet it's still UFO mode. Am I doing it right?  ;D
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cameni

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Re: 3 Questions-
« Reply #4 on: August 25, 2012, 02:51:58 pm »

Ah, you meant inertia. It was supposed to be added to the pseudo-flight mode, which already does some smoothing for mouse movement (the modes can be toggled by the 'Home' key). Somebody needs to add a feature request to Angrypig into the issue tracker ;)
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Josedav

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Re: 3 Questions-
« Reply #5 on: August 25, 2012, 08:35:12 pm »

Sorry, once again my communication obviously is not getting thru-  referring to your partner's "inertia" innovation using mouse with the "Home" key as a mode selector did produce a non-stop circular motion initially- tho quickly winding down to a stop. Also, using "WASD-RF" keys would not  produce this non-stop effect unless key is kept pressed down...

Explanation from SpaceEngine manual concerning key functions:

 
Quote
Spacecraft mode can be set by using the [2] key. In this mode the camera behaviour resembles a rigid body in zero gravity: The camera keeps its linear and angular velocity in the absence of keyboard and mouse manipulation; and therefore absolute direction of motion does not depend on the orientation of the camera.
Movement keystrokes W, A, S, D, R, F or "Arrows" and (1) and (0) on the numeric keypad turns on an acceleration of the camera in that direction on its own axis. The value of acceleration can also be changed by using the + and - keys or Mouse wheel as explained in detail in Free Mode above.

Though related only indirectly to the subject in hand I would like to make a few brief comments-

 SpaceEngine, like Outerra, is now being formed and brought forth as a passionate work of meticulous art done on a shoestring budget-  more in line with "Celestia's" well earned reputation in keeping distance from a "star wars" approach- preferring rather the beauty of solid science. Fortunately, for quality minded individuals this rare approach in developing 3D graphic worlds fills a niche long vacated by much larger "buck hungry" companies exploiting the sensibilities of an art form- spewing out continuous low life themes in a never ending glut of violence...
 
 Everyone in the community who wants to see an upward spiral in this field can benefit by opening their pocket books in supporting the few who can make it happen...

 My suggestion in order to fully experience how these great key functions could work beautifully in Outerra is to download "SpaceEngine" (free) and fly across the mountains and craters of a distant world- (picture worth a thousand words...)
« Last Edit: August 26, 2012, 01:54:51 am by Josedav »
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cameni

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Re: 3 Questions-
« Reply #6 on: August 26, 2012, 02:10:08 am »

I wasn't expecting the inertial movement to be non-damped, since in OT you are mostly moving through air and it feels kind of wrong not to be subjected to some drag. Unlike in SE where it feels more space-ish, also because the ground detail is limited so I feel like in space anyway.

Technically such a mode is possible, a kind of no-gravity no-drag mode. The pseudo-flight mode was meant more to resemble aircraft flight curves.

I had experimented with SE some time back, but I had not gone into depth with it. I'm somewhat biased towards the ground level detail, so I was trying to get lower and lower but the blur effectively imposes a minimum altitude below which you neither feel the altitude nor the planet size right anymore (Infinity has this problem as well, there's a limit on terrain level because of floating-point imprecision and computation demands). It was also rather unstable for this kind of use. But since then I've seen some nice screenshots of planetary surfaces made by others, so I guess it's getting better. I like how it pushes the boundary from the above, enhancing on the concept of Celestia. The author (who I understand is primarily astronomer) is quite an effective coder too.
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Josedav

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Re: 3 Questions-
« Reply #7 on: August 26, 2012, 10:09:17 pm »

I wasn't expecting the inertial movement to be non-damped, since in OT you are mostly moving through air and it feels kind of wrong not to be subjected to some drag. Unlike in SE where it feels more space-ish, also because the ground detail is limited so I feel like in space anyway.
Technically such a mode is possible, a kind of no-gravity no-drag mode. The pseudo-flight mode was meant more to resemble aircraft flight curves.

 "UFO" mode in Outerra already is, as you say, a non-damped, no-drag, no-gravity propulsion system from ground level into space- the only difference being a constant key pressure to facilitate this action instead of a single key press and release designating another key to halt the action. These kind of simple, yet effective key actions make using SE a veritable pleasure for realistic, slow, multilateral floating movements and touchdowns while exploring the surface canyons and mountains of distant planets.
Implemented this way in Outerra- with ground detail as it is would produce much more than a small rush to say the least...

Quote
I had experimented with SE some time back, but I had not gone into depth with it. I'm somewhat biased towards the ground level detail, so I was trying to get lower and lower but the blur effectively imposes a minimum altitude below which you neither feel the altitude nor the planet size right anymore (Infinity has this problem as well, there's a limit on terrain level because of floating-point imprecision and computation demands). It was also rather unstable for this kind of use. But since then I've seen some nice screenshots of planetary surfaces made by others, so I guess it's getting better. I like how it pushes the boundary from the above, enhancing on the concept of Celestia. The author (who I understand is primarily astronomer) is quite an effective coder too.

Of course, this is what separates Outerra into a unique slot all its own- such outstanding ground level detail, combined with the ability in a heartbeat to move quickly into space.
The idea of future anti-gravity propulsion systems, able to bend space and time, certainly no longer regarded as science fiction in light of large research grants for serious science in this direction.
Many forward thinkers now beginning to realize flight in its present form basically is a type of violence against natural law screaming for a more harmonious approach as a much wiser solution for a millennial revolution of new technology...

Outerra seems headed ultimately where SpaceEngine is residing now with fantastic results showing for both concepts-   (obviously a kindred pioneer spirit existing in both developments).  Recently SE in its latest ver 0.96  along with other new features, developed a brilliant "Universe Map" for celestial navigation (a real mind blower) holding a firm grasp on science as an excellent teaching tool- moving a pawn forward from Celestia.  Howbeit, as you mentioned- SE still lacking ground level terrain detail of course where Outerra has excelled... 
Years of development costs and time could be shaved for both in consolidating such engines headed in the same direction bringing forth an interactive 3D universe, where the impossible is made possible.  Blazing this kind of trail where no one has gone before spells a big winner for everyone involved - the only losers being those afraid of venturing into deeper waters...

(Detoured somewhat above but I thought a few points worth bringing up-)

Bottom line:
Similar key controls such as implemented in SE seem a natural progression to play an important part in the evolvement of Outerra's full engine potential- hopefully coming sooner rather than later...
Joseph
« Last Edit: August 27, 2012, 01:16:30 am by Josedav »
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