{"author_link":"\/users\/kharza","author_name":"kharza","author_uid":"kharza","comments":[],"epoch":1698268806,"event":"LD54","format":"md","ldjam_node_id":382690,"likes":5,"metadata":{"p_key":"84351","p_author":"kharza","p_authorkey":"1003005","p_urlkey":"295096","p_title":"Didn't make it, but had fun","p_cat":"LDJam ","p_event":"LD54","p_time":"1698268806","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":"1003005","us_name":"kharza","us_username":"kharza","event_start":"1695945600","event_key":"117","event_name":"Ludum Dare 54"},"node":{"id":382690,"parent":371818,"_superparent":371459,"author":3005,"type":"post","subtype":"","subsubtype":"","published":"2023-10-25T21:20:06Z","created":"2023-10-25T20:48:43Z","modified":"2023-11-02T05:25:25Z","_trust":1,"version":1192745,"slug":"didnt-make-it-but-had-fun","name":"Didn't make it, but had fun","body":"This was so much fun!  Getting a very quick :bulb: moment for the theme helped me get going.  I came up with Space LTD, a generic space services company simulator, which is the theme reversed sort of.  Here's the timelapse, with lots of notes below:  https:\/\/youtu.be\/Sky141NOvDk\n\nOn the lapse, you'll notice sometimes the left screen goes black.  This is when I have that monitor switched over to the xbox.  You'll also notice alot of flashbangs from old visual studio.  This was kind of unavoidable as I had to use a windows xp virtual machine to code for the original xbox.\n\nSo going into this I knew there would be a few timing challenges so I opted for the 3 week mode.  There was the overwatch league grand finals, motoGP and an emulated everquest server I had been looking forward to for a long time launched the same weekend.\n\nStuff I didn't anticipate was a big family gathering 300 miles away, and a death in the family + funeral and such.  Then the weather had a bit of a cold snap and I had to abandon my office (and my xbox) for a few days.  If you've played Rimworld you know what I mean :)\n\nCodewise I started mostly with nothing, but referred back to my github stuff in both C and C# format.  I have some basic collada tools, bsp map compile stuff, a shader library and such.  None of which were compiled for xbox.  So I spent quite a lot of time just getting text drawing on the screen.\n\nSome of the code challenges I ran into were my usual yaw\/pitch\/roll camera not working at all in space.  Fixing that was just changing any pitch\/yaw\/roll change to be relative to current orientation.  There is no \"up\" or \"forward\" just where-am-I-now?  Quaternions are great for this, but the old xbox math libs were missing alot of quaternion stuff so I had to go hunting for a few functions to steal.\n\nPhysics were the next big one.  I was going to just fake some simple velocity and thrust and such but the numbers would quickly go haywire and it was hard to show onscreen data like G forces.  I ended up porting over an implementation I had done in C# of Gaffer on games's great physics articles:  https:\/\/gafferongames.com\/post\/integration_basics\/\n\nThat got me thinking (and googling) about power requirements and heat and fuel and so on.  We are a long way off from decent space travel, and it mostly comes down to getting rid of heat.  I had to assume superconductors had been invented to even get close at decent amounts of thrust.\n\nThen there was the extreme scales of space.  A shuttle being a few dozen meters and gas giants being 50 thousand kilometers across.  I ended up going with \"sectors\" that were 64 thousand floating point units across + and -, and then INT_MAX of those, so around 2000 astronomical units of space for a star system.  Not enough for the furthest out bits of the Oort cloud but plenty for a game.\n\nI ended up using a megameter scale for huge stuff like planets and major asteroids like ceres.  These draw first as I couldn't image anything big enough to draw \"behind\" them.  Then I change projection matrix, clear the depth buffer, and draw the close stuff.  This worked pretty well.\n\nI did one realtime journey, but I cheated and gave myself an enormously powerful engine that would accelerate at 30 thousand G.  Even with that it took a few hours to do a 7 AU journey.  Space is big!\n\nHere's the Git:  https:\/\/github.com\/Kharzette\/GrogTestXBOX\n\nThere's not much art assets really.  Just a font and a couple dozen AI generated gas giant cubemaps.  Oh and a terrible shuttle I made in blender in 5 minutes.","scope":"public","node-timestamp":"2023-10-25T21:20:06Z","meta":[],"path":"\/events\/ludum-dare\/54\/$371818\/didnt-make-it-but-had-fun","parents":[1,5,9,371459,371818],"files":[],"files-timestamp":0,"love":5,"love-timestamp":"2023-10-28T23:07:27Z","comments":17,"comments-timestamp":"2023-11-02T05:25:25Z","_wayback":{"timestamp":"20231106222324","url":"https:\/\/api.ldjam.com\/vx\/node2\/get\/382714+382710+382707+382702+382699+382690+176231+382687+382685+382684?author&parent&superparent"}},"node_metadata":{"n_key":"382690","n_urlkey":"295096","n_parent":"371818","n_path":"\/events\/ludum-dare\/54\/$371818\/didnt-make-it-but-had-fun","n_slug":"didnt-make-it-but-had-fun","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"3005","n_created":"1698266923","n_modified":"1698902725","n_version":"1192745","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/54\/$371818\/didnt-make-it-but-had-fun","text":"This was so much fun!  Getting a very quick :bulb: moment for the theme helped me get going.  I came up with Space LTD, a generic space services company simulator, which is the theme reversed sort of.  Here's the timelapse, with lots of notes below:  https:\/\/youtu.be\/Sky141NOvDk\n\nOn the lapse, you'll notice sometimes the left screen goes black.  This is when I have that monitor switched over to the xbox.  You'll also notice alot of flashbangs from old visual studio.  This was kind of unavoidable as I had to use a windows xp virtual machine to code for the original xbox.\n\nSo going into this I knew there would be a few timing challenges so I opted for the 3 week mode.  There was the overwatch league grand finals, motoGP and an emulated everquest server I had been looking forward to for a long time launched the same weekend.\n\nStuff I didn't anticipate was a big family gathering 300 miles away, and a death in the family + funeral and such.  Then the weather had a bit of a cold snap and I had to abandon my office (and my xbox) for a few days.  If you've played Rimworld you know what I mean :)\n\nCodewise I started mostly with nothing, but referred back to my github stuff in both C and C# format.  I have some basic collada tools, bsp map compile stuff, a shader library and such.  None of which were compiled for xbox.  So I spent quite a lot of time just getting text drawing on the screen.\n\nSome of the code challenges I ran into were my usual yaw\/pitch\/roll camera not working at all in space.  Fixing that was just changing any pitch\/yaw\/roll change to be relative to current orientation.  There is no \"up\" or \"forward\" just where-am-I-now?  Quaternions are great for this, but the old xbox math libs were missing alot of quaternion stuff so I had to go hunting for a few functions to steal.\n\nPhysics were the next big one.  I was going to just fake some simple velocity and thrust and such but the numbers would quickly go haywire and it was hard to show onscreen data like G forces.  I ended up porting over an implementation I had done in C# of Gaffer on games's great physics articles:  https:\/\/gafferongames.com\/post\/integration_basics\/\n\nThat got me thinking (and googling) about power requirements and heat and fuel and so on.  We are a long way off from decent space travel, and it mostly comes down to getting rid of heat.  I had to assume superconductors had been invented to even get close at decent amounts of thrust.\n\nThen there was the extreme scales of space.  A shuttle being a few dozen meters and gas giants being 50 thousand kilometers across.  I ended up going with \"sectors\" that were 64 thousand floating point units across + and -, and then INT_MAX of those, so around 2000 astronomical units of space for a star system.  Not enough for the furthest out bits of the Oort cloud but plenty for a game.\n\nI ended up using a megameter scale for huge stuff like planets and major asteroids like ceres.  These draw first as I couldn't image anything big enough to draw \"behind\" them.  Then I change projection matrix, clear the depth buffer, and draw the close stuff.  This worked pretty well.\n\nI did one realtime journey, but I cheated and gave myself an enormously powerful engine that would accelerate at 30 thousand G.  Even with that it took a few hours to do a 7 AU journey.  Space is big!\n\nHere's the Git:  https:\/\/github.com\/Kharzette\/GrogTestXBOX\n\nThere's not much art assets really.  Just a font and a couple dozen AI generated gas giant cubemaps.  Oh and a terrible shuttle I made in blender in 5 minutes.","title":"Didn't make it, but had fun","wayback_source":{"timestamp":"20231106222324","url":"https:\/\/api.ldjam.com\/vx\/node2\/get\/382714+382710+382707+382702+382699+382690+176231+382687+382685+382684?author&parent&superparent"}}