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Pioneer Space Sim
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I'm writing a new comms/alerts panel for +Pioneer Space Sim. I decided a couple of days ago that I wanted to have a nice blinking icon when new messages are available. The obvious response was to write an animation engine for the UI system.

Actually, its something I've been getting around to for a couple of years - the UI was always written with animations in mind. This was just a push to make it happen.

So here's a bit of a nothing video demoing the opacity target. This is two Background widgets, one inside the other, with an Image inside that. (Background widgets produce a nice background fill and border). There's a 10px margin between each element, so a tree of six widgets all up.

The bottommost background widget has a single animation on it: type=in/out, easing=sine, target=opacity, duration=4s, loop=true. So we can see that the opacity propagates correctly down the widget tree. Not shown is a further test where each widget has a different, non-synced opacity animation. They all get blended together properly.

It takes a single method call to add an animation:

c->GetAnimationController().Add(UI::Animation(w,
    UI::Animation::TYPE_IN_OUT,
    UI::Animation::EASING_SINE,
    UI::Animation::TARGET_OPACITY,
    4.0f, true));

c is the UI context and w is the widget. These are not strange concepts if you know how the UI API works, But via this, multiple animations can be added as you like, and they'll all just do the right thing.

So next up are positioning animations, which I think will mostly be offsets against the whole screen (technically the context) but might also have an option for draw offset animations within a widget's bounds, for slide-in or even auto-scroll effects. I think positioning will be easier than opacity because the layout engine is significantly more flexible than the draw stack (by necessity; layout is hard!).

I'm quite sure that positioning will cause problems with input and probably with layers as well, since it starts to bend the rule that a widget never appears outside the bounds of its parent. I think there's a couple of ways I could possible convince the system that this assumption holds even when it doesn't; we'll see.

Still to come are chained animations (when animation A finishes, run animation B) and completion signals (fire this event/call this method when an animation completes). They're both the same basic mechanism, and not particularly difficult to do.

Code is here:
https://github.com/robn/pioneer/compare/ui-animation

As you'll see, its not particularly complicated. Most of the work so far is making the UI draw code able to mix in an opacity value without the widgets' draw methods having to know about it.

I like where this going!
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Jeff B's profile photo
Jeff B
 
You could make 2001 Space Odyssey - like computer animations :)
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OS X builds are down again. We really need someone to take time to produce a bulletproof guide that I can use to script the dev builds. If you can help, please visit the forum and let us know.
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Pioneer Space Sim's profile photoMax Hornig-Rohan's profile photoRobert Norris's profile photoAlan Briggs's profile photo
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Well its not that easy, you need to get assimp from somewhere. I'm completely unable to test, so clear and specific instructions would be greatly appreciated. 
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Do you speak a language other than English? If so, we need your help! Even if you could translate just one string to your language, you'd be doing a lot to get Pioneer out to the rest of the world.

http://pioneerwiki.com/wiki/Translations
https://www.transifex.com/projects/p/pioneer/
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michael williamson's profile photoRobert Norris's profile photoThor R.'s profile photoFilip H.F. Slagter's profile photo
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Begun the Danish translation now. :-) Realizing that the Danish language is lacking so many words, compared to English. But onwards!
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The long-awaited station screen upgrade has just landed. It'll be available for you to try shortly in build 20131229.
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michael williamson's profile photoRobert Norris's profile photo
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+Bálint Szilárd has just posted the first edition of our style guide.
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Robert Norris's profile photo
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Pretty things :)
 
Tichy, one of the forum regulars, has shared a wallpaper pack that he's put together for +Pioneer Space Sim showing off some really nice and atmospheric shots.

The post is here (http://spacesimcentral.com/ssc/topic/4049-wallpaper-pack/) with a link to the download.

Enjoy.
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Evandro Alves's profile photo
 
Thanks
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Have them in circles
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Ok two more +Pioneer Space Sim and +Oculus VR integration experiments.
First is just the Intro Menu sequence with the soft-mouse by +Robert Norris : Pioneer Space Sim - Projected Closer Intro Screen

The second is of me nearly flying into a mountain because I'm not positioning the GUI/HUD quad correctly and it's offset... slightly, what really matters though is that the ingame UI is really being rendered onto that quad making it almost usable at last!
Pioneer Space Sim - Projected GUI/HUD
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Some of the new features we've added this month.
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Eddie Puckett's profile photoRobert Norris's profile photoAuni Shahid Rasheed's profile photoYannick Comte's profile photo
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Awesome project, and this is a seriously awesome game. (I should probably download 3D cockpit)
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The modern and sophisticated Malabar transport is the most comfortable way to journey from the core worlds to the rim and back again. No expense has been spared to provide every modern convenience for your passengers.

The same advanced technology and design also produced the mighty Vatakara freighter, the most advanced cargo ship of its class. The innovative internal layout gives the largest possible space for cargo of all kinds while minimising docking and loading times.

Both ships are now available from your nearest Mandarava-Csepel shipyard.
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Andrew Copland's profile photoRobert Norris's profile photo
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We last did one of these a couple of years ago. Lots has happened since then!
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Robert Norris's profile photoGavin Armstrong's profile photo
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Speed lines

Terrible name, nice effect.

 Its not as interesting when not moving, but you should get the idea. Lines that swish past showing the direction and speed of movement. Nice out in deep space where you don't have a convenient point of reference.

Its probably not for everyone, so its off by default. Look at your graphics settings for the button to turn it on.

Available in today's build (when it finishes).
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Andrew Copland's profile photoRobert Norris's profile photoDennis Santos's profile photo
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Cool! 
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A game of lonely space adventure
Introduction

Pioneer is a space adventure game set in our galaxy at the turn of the 31st century.

The game is open-ended, and you are free to eke out whatever kind of space-faring existence you can think of. Look for fame or fortune by exploring the millions of star systems. Turn to a life of crime as a pirate, smuggler or bounty hunter. Forge and break alliances with the various factions fighting for power, freedom or self-determination. The universe is whatever you make of it.

Pioneer is under constant development and has a friendly community of players, modders and developers around it. We'd love for you to try it and make part of the galaxy your own!