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Pioneer Space Sim
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Pioneer Space Sim

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Andrew Copland originally shared:
 
Some experimental asteroid generation with triplanar texture & normal mapping in addition to Pioneers regular baked AO, Specular and Diffuse.
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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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Pioneer Space Sim

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Some of the new features we've added this month.
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Auni Shahid Rasheed (Auni38)'s profile photoRobert Norris's profile photoAndrew Copland's profile photoKrzysztof Bielawski'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 long-awaited station screen upgrade has just landed. It'll be available for you to try shortly in build 20131229.
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Paolo Redaelli's profile photomichael williamson's profile photo
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+Bálint Szilárd has just posted the first edition of our style guide.
This guide is work in progress and subject to changes and expansion and elaboration mostly. Discussion topic: [1]. Before you want to start contributing any art asset to Pioneer, there are some things good to know. First of all, this style guide exist to aid the creation of a consistent game ...
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Pioneer Space Sim

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Our superstar +Andrew Copland finally got us onto something like modern OpenGL. A massive effort, congratulations and thank you :D
I just merged in my changes to update Pioneer to use OpenGL 3.2 on Windows/Linux/OSX and since I haven't posted about anything in a while now seemed like a good time to describe those changes, and why I've made them. Pioneer has been using OpenGL 2 for many years now, it even supported the ...
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Sheldor Cooper's profile photoAuah Dark's profile photo
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So, can i still run it in OpenGL 2.1?
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Pioneer Space Sim

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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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Pioneer Space Sim

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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.
#2702 reports problems with the OS X build and a possible fix using an alternate build of assimp. Since the builds we do clearly aren't working, and I have no way to fix them myself (I don't really have access to a Mac) I'm going to stop producing them. They can come back if and when someone can ...
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Max Hornig-Rohan's profile photoPioneer Space Sim'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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Pioneer Space Sim

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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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Lorinc Del Motte's profile photoRobert Norris's profile photoBálint Szilárd's profile photomichael williamson's profile photo
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Hungarian, 100% complete, woo!
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Pioneer Space Sim

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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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We last did one of these a couple of years ago. Lots has happened since then!
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Have them in circles
805 people
Lukasz Stafiniak's profile photo
Dan Young's profile photo
Gábor Rácz's profile photo
Sara Gomes's profile photo
Chris Dennett's profile photo
Chris Eves's profile photo
chuanlong li's profile photo
Sebastian Nastarowicz's profile photo
David Sharpe's profile photo
Story
Tagline
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!