Project Void v0.1.0 : Homebrew 3D

Project Void est un homebrew (jeu) de vaisseau spatial, mais tout en 3d !


Le jeu est l'oeuvre de Akabane87, et la musique de Stephane Badey.
Version 0.1.0
AIs now use both missiles and standard blaster shots.
AIs will completely stop if their generator is destroyed, and will use inertia if the engine recalibration is not possible.
Disable canons and thrusters when the generator is destroyed.
Make the recalibration button only available when a recalibration is possible.
Add a volume balance control for each sound data for balancing the sounds.
Integrate sounds for blaster shot, missile shot, blaster impact, missile explosion, module explosion, and thrusters.
Add a spatialized sound system to the sound player to handle 3d sounds correctly (pan and doppler effect depending the speed).
Replace forces by impulses to stop beeing framerate dependant.
Add canon gauges to the HUD and change the HUD disposition.
Prevent the engine recalibration to cut all engines when the recalibration is impossible.
Optimize a bit the asteroid fragment shader.
Add a batch renderering system for asteroids (this shifted the high CPU consumption to the GPU without any gain of FPS...).
Fix a weird bug on vita's flare rendering where the flare could sometime blink randomly (no idea what really happened...).
Add a draw order for sprite rendering, to force the rendering order instead of using the center position depth (used for HUD elements always to be in foreground).
Add frustrum culling for the particle emitters (per sprite).

Version 0.0.3
- Reduce the max speed allowed in strafe when inertia is not enabled.
- Add a shoot position calculation for moving objects.
- Add a target selector and a crosshair on the shoot position of the selected target (touchpad to select a target).
- Fix a mistake in the volumetric fox slicing.
- Do not apply smoothed lod transition when transitionning from not visible to visible in term of frustrum culling.
- [TEMP] Teleport the character ship when reaching the limits of physic world.
- Fix another mistake in the projectile collision tests.
- Fix the autofocus shoot calculation to aim the autofocused point instead of autofocusing along the original shoot trajectory.
- Fix wrong hud element rendering on selection behind the camera.
- Fog rendering enhancements.
- Add some basic AI for other ships.
- Add color presets for player ship and enemy ships (ie faction type).
- Make the fire rate per weapon (for now all weapons keep the same firerate).
- Define asteroids as neutral faction (ie no faction).
- Add some real IA behavior :
- patrol system,
- enemy detection,
- enemy engaging,
- attack vector and target tracking,
- obstacle avoidance given the distance and the mass of the object.
- Improve IA avoidance with the ships and moving objects.
- Fix a bug with the initial values of the debug menu options' preset (default values were not displayed correctly).
- Use batched raycasts for projectile collision detection instead of calculating collisions geometrically (faster as hell).
- Use the exact contact point for the explosion FX source.
- Fix a mystical bug with batched raycasts that were making raycasts return random crap after some asteroids exited the physical world.
- Fix multiple issues with the new projectile raycast batched system.
- Add the new auto lock features and the new HUD system.
- Remove the old free move reticle preset from the debug menu and all options related that are not used anymore.
- Fix some double shockwave explosion fx possibility on high framerates.
- Smooth the avoidance of the AI that was too sharp (now using the same max strafe force as the player).
- Make the auto lock progressive on lock acquired/lost and also resumable.
- Increase the AI detection range and the length of the attack vector.
- Slightly increase the collision radius of the asteroids to better fit with the visual.
- Fix the orientation of axis aligned sprites with non identity local orientation matrix.
- Make the hit FX in the hit target referential.
- Change the hit FX to make lighter and brighter (and smaller).
- Make a cleaner collision handler where the AI can catch proxy/triggers/projectiles collision events.
- Toggle manual/autolock shoot mode with square button.
- Add damages to the projectiles that can destroy any part of the ships.
- Make engine and canon modules destructible as well (for now disabled).
- Make a cheap red color fader proportional to the amount of damage taken.
- Stop the barrel roll for AI while turning.
- Enable the inertia (no inertia dampeners) permanently on the AI if at least one thruster is broken.
- Make destroyed modules physically/visualy destroyed.
- Consider canon and engine below 50% of their HP disabled.
- Add a slow regen for non destroyed modules.
- Add an explosion FX when a module is destroyed.
- Make AIs switch target when the current target is destroyed.
- Make the rotation of the ships proportional to the remaining enabled engines power
(so that a ship with all engines destroyed cannot turn anymore).
- Fix some mistake in the calculation of the torque dampening that could lead to some angular velocity divergence.
- Add an auto target system for the player when no target is selected, if any enemy enters inside the autolock area.
- Make the shoot position displayed and the autolock assist auto target the different modules alive
in a specific order (Engines > Canons > Others).
- Add an additional enemy AI, and an allied AI.
- Fix a wrong friendly fire of the allied AI on the player.
- Use different colors for the target selector and the crosshair depending the target's faction
(white for neutral, red for enemy and blue for allied).
- Change the sphere's color of the ship modules to turn to red with a factor proportionally inverse to the remaining HPs.
- Leave back only 1 AI for framerate purpose.
- Deselect the target if out of display range.
- Remove the pick and drag objects option from the game.
- Hide the HUD when in pause mode.
- [TEMP] Mirror the AI ship relative position from our ship when really far from us.
- Add a stun duration on the AI when one of its module is destroyed, to make it lose control of its ship as a real player would do.
- Apply the fog value to the ship's modules too.
- Double modules' max HP for a longer fight duration.
- Prevent AI stun lock.
- Change the default color of the ships.
- Put the red color of the damaged module on the emissive channel.
- Allow to spawn more AIs (enemy and ally) from the debug menu (need to press reset button to be effective).
- Improve the camera.
- Prevent taking shoot inputs into account and updating the autolock while the game is paused.
- Prevent self targeting.
- Micro optimization on the collision detection of the projectiles depending the frustrum and the distance to the camera.

Version 0.0.2
-Add a smooth lod transition.
- More accurate ribbon trails.
- Recoded billboard renderer that can now manage correctly Z ordering of semi transparent billboards with different textures.
- Fix bad projectile collisions on biggest asteroids.
- Fix a wrong duplication of the light when resetting the scene.
- Fix the physic damping that was framerate dependant.
- Use real thruster properties for ship's acceleration and strafe.
- Make engine FX proportional to and in the direction of the total amount forces applied to the ship (including friction) to have
a nice thruster effect of inertia compensation when stopping.
- Smooth thruster flare appearance/disappearance.

Quote:
This project aims to be a space opera focused on dogfights. The way you build your spaceship using different modules
such as engines, canons and so on, will impact the momentum and the whole physics that will make your ship move and react.
Any module will have independant resistance and detroying a module will affect the physics of the ship until you repair it.

http://gekihen.customprotocol.com/en/project/Project-VoidSite officiel : http://gekihen.customprotocol.com/en/project/Project-Void



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