The Space Unlimited website may have failed this time. But to make up for it we have now got our own Forums instead.
Please join us and share your thoughts at...
www.SpaceUnlimitedGame.com
Sunday, February 17, 2008
Thursday, February 14, 2008
Saturday, January 19, 2008
Video 6 - The Space Wars
A pre-release video as we work hard on the space battle scenes!
Expect the weapons to look bigger and better, and more ship types too!
Sunday, January 13, 2008
Wednesday, January 9, 2008
Sunday, December 23, 2007
New Team Member Joins
Welcome to the team Roop Bhogal www.RoopBhogal.com who will be working on concept art.
Current Team:
Stephen Vickers (Me), Design & Programming
Liz Vickers, Assistant Design & Languages
Mike South, Assistant Design & 3D Models
Gilles Ketting, Concept Art (Part Time)
Seth Krueger, Concept Art
Roop Bhogal, Concept Art
PJ @ Full Motion Audio, InGame Music
Luke Stephenson, Additional Game Music
Current Team:
Stephen Vickers (Me), Design & Programming
Liz Vickers, Assistant Design & Languages
Mike South, Assistant Design & 3D Models
Gilles Ketting, Concept Art (Part Time)
Seth Krueger, Concept Art
Roop Bhogal, Concept Art
PJ @ Full Motion Audio, InGame Music
Luke Stephenson, Additional Game Music
Ships Get Thrusters
Wednesday, December 12, 2007
Players Ship almost complete
The model uses various Texture maps, Light maps, Normal maps and Specular maps to create what becomes a great looking space ship.
I have had news from PJ (one of our music guys) that the first ingame score should be finished over the next week.
The music from PJ combined with the model by Mike should add a great deal to the games progress and overall feel.
Friday, November 23, 2007
Concept Art

Concept art work comes in to us.
Gilles Kettings amazing concept work here shows the players main starting ship.
I am currently working on the main particle system, which when complete, should allow us to add thrusters to the ships in game so far. Expect to see pictures here.
Various bits have also been improved over the last week or two, including fixing the main ship. Which use to judder around slightly, is now perfectly smooth. (no more camera shake, unless we want it!).
We are in talks with more artists for 3D Model work and Music ideas and hope to have news soon.
Wednesday, November 21, 2007
Tuesday, November 6, 2007
Added 302,400 individual Asteroids!
Each of the current 302,400 asteroids have their own unique position and orientation in space. If you where to mark one asteroid, fly away, and then come back to the same location later you would see that same asteroid. ie they do not randomly re-generate each time you aproach them, they are constant entities.
The problem was that an asteroid belt can contain hundreds of thousands of individual asteroids and I can not store that many coords and their respective orientations and size! (not to mention their chemical compositions! and ore contents)
The soluton...
As I lay in bed it became obvious how to solve this problem. The key is that asteroids form Asteroid BELTS and Not asteroid FIELDS! ah-ha, A belt being a simple sin & cos 2d circle formula!
1. Break asteroid Belt into segments, I decided on 0.1 degree per part. ie 0-360degree circle = 360 degrees at 0.1 degree increments = 3600 centre points!
2. check if this centre point is visible? If no then, just display the location by way of a text name in the distance to the player every 1 degree increase.
3. if the centre point is in visible range then, loop through 84 asteroids, placing each one at a generated offset from centre point. Also generate starting oriention and size, then rotate in real time based on Game time.
All this runs at an amazingly fast speed and so doesn`t even slow the game down.
Expect a blog statement at somepoint, when I fully intent to increase the asteroids count by ten fold at least.
ie expect it to go to 3,024,000 asteroids per Belt and expect upto 5 belts per system,
giving an amazing 15,120,000 (15 million) individual asteroids in on solarsystem.
Each of the 15 million asteroids will have its own fixed position,size and orientation. Also its own unique chemical composition (to be mined by player if they wish to!).
Saturday, November 3, 2007
Finally added the Moon Routines!
The Planets have been in for awhile and so has the moon data. Now I have finally added the first moon drawing routines in. Enjoy your flight :-)
Thursday, November 1, 2007
Sunday, October 28, 2007
Well, here it is! My beta version at displaying the galaxy to the player relative to the current solarsystem that he is in.
There are lines to the directly neighbouring systems and they are highlighted white, instead of yellow.
The Coords will be replaced by system names & Coords at somepoint.
This whole view can be zoomed in and out and also rotated around the verticle dimensions.
SolarSystem Map View
Ok, now we`ve got a simple Solarsystem map.
Map can be zoomed in and out, you can click on a planet and Autopilot kicks in and starts to fly you there.
On this screen I will make it so you can plot a course to planets or bring up information about panets and objects in the system, ie main trading, mineral contents of moons, asteroids and comets too etc etc...
I am currently struggling to get a visually pleasing schematic view of the Galaxy to allow the player to select a Solarsytem to fly too!
I think I need a 3D view that can be rotated around and near by Systems can then be clicked on to bring up more details and plot a course to!
I hope to post my solution to this soon, once I work out how to display the data to the player.
Thursday, October 25, 2007
Ships get a revamp!
Weapons are still, working, but basic! Scenery and ships are getting better each week tho!


Added a model scale routine so I can (on the fly) scale any model up/down to fit my scene scale. Will prove handy for very large cruisers later on, as there coords can be limited to a max distance and I can just scale ship model down instead (giving the impression of distance!)
Ships are now `bump mapped` with specular highlights too.
Monday, October 22, 2007
Now things seem to be in a working order it`s time to get distracted by visual improvments.
First on my hit list is to quickly learn about Shaders (vertex and pixel shaders 2.0).
Right, after a few days I`ve got ot working. Next I learned how to introduce `Bump Mapping` with my Shader code.
First place to benefit from my new shader routines are the planets. I now have an Earth planet with Diffuse Light, Ambient Light, Specular Highlights, Bump Mapped texture, cloud texture and even a city lights texture that very nicely makes all the citys light up on the dark side of our rotating planet.
See the New and improved screen shots.
Notice a subtle blue tint at the top of the screen. This is done by my Post process Screen Shader Test code. (ready for realy cool HDR Lighting and Glow & Glare routines - I hope!)
But for now, next on my Shader list is to improve the space ships, by adding, Specular highlights and shiney surfaces!!!! You will see! O and of course Bump Mapping too!
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