Thursday, May 8, 2008

Version2 - The Re-write Underway!




Well after the quite major decisions of the last week, Space Unlimited re-write and re-design are fully underway and going well.

Join our forums now at SpaceUnlimited Forums to have your say in the new re-design questions categories!

New Number System
The re-write has allowed me to reinvent my Big Number System. Where as before I was using a Grid like system to hold the really big numbers needed. Where each grid section is between +/- a set amount and each represented an area of space ie Local, Sector,Solar,Galaxy.
The New Big Number System just uses Really big numbers instead, still based on storing them in a grid form, but now each grid section ranges from 0-value and only as a +ve value, in addition to the grid values of 0 to +ve I now have a Sign values which states if the number is + or -

example: +1,000001,000000,000500,000000,00021.5f
or -1,000000,006000,002000,000000,00001.0f

Although this has ment that I must write my own routines to add,sub,multiply,divide these Big numbers I think it will work well in-game.

New Physics Code
The new Physics routines now mean that instead of stating how fast you want a ship to go, you know state the Engine Thrust in Newtons(N) this is then related to that ships Mass to produce an Acceleration vector, which in-turn alters that ships Velocity Vector. The velocity vectors are then damped out to produce some nice inertia routines. This has also been applied to the Rotation Vectors, in addition to the Thrust vectors. I will be working on a simple collision routine that will actually make ships bounce off each other during collisions with approx. true forces & velocities.

1 comment:

krsbuilt said...

Did you happen to factor in relativity?