A rock solid simulation, and the creation of a believable reality, are very important elements of UNION development. For this reason I have been focusing heavily on multiplayer flight, physics, turrets, (beam) weapons, shields, and destruction. And I finally have something to show for it, in the video below.
Turrets are fully simulated on the server, finding targets (or at least attempting to up to the edge of their firing arcs) with their own rotation speed. These turret rotations are are then synchronised on the player clients so that they can see the the turrets as they currently are. As with all of the networking code this functionality has been designed to work well over the internet (using a variety of techniques to minimise the bandwidth requirements).
Turrets are grouped into weapon groups which can be targeted and fired independently. Turrets will only fire when they have the target in their sights. Shields however do not block line of sight, so it is possible for a target to hide behind another ship's/station's shields (or for you to accidentally hit the shields of another ship).
Beams do damage based on their strength and how long they fire for. These variables can be tweaked by the Engineer. The more energy a weapon uses, and the length it uses it for, affects how much heat that weapon generates.
Shields absorb energy from weapon hits, depending on the current strength of the shields. If all of the weapon's energy isn't absorbed there will be some penetration to the hull.
A target's hull absorbs the energy from any hits, removing or reducing any damage to internal systems. This absorbed energy damages the ship's structural integrity. If that integrity drops low enough the ship will explode.
That's it for now. I would love to hear your comments and suggestions.
Latest tweets from @wiredmark
Jul 3 2015, 1:21pm
Jun 26 2015, 6:47pm
@ReverendSpeed Haven't even considered vibration yet to be honest, but the helm officer will be able to use controllers or a flight stick.
Jun 21 2015, 1:40pm
@ReverendSpeed haha, well there would certainly be a lot of discomfort :)
Jun 20 2015, 8:32am
Jun 19 2015, 4:36am
Jun 19 2015, 4:33am
Jun 18 2015, 12:23pm
Jun 11 2015, 4:09pm
Jun 11 2015, 4:06pm
@ReverendSpeed If you've any direct questions, give me a shout. And best of luck!
Jun 11 2015, 3:51pm