Okay,Im not too happy cos I just wrote this all out and the ie at work decided to have a random "BillGates Fit".
So, in short.
Space is big, really big (according to Douglas Adams)
Spaceships move fast, but they shouldn't accelerate too quick or they'd be overtaking Einstein riding on his photon.
Spaceship combat wouldn't be much fun if the spaeships can outrun bullets, so bullets need to move faster than the ships (Yes, I would like my bullets to be visible entities, not just a quick linepick)
Collisions require some delicate precision, becasue each spaceship has damage-able areas and extra modular parts. Also HUD sprites & objects need to be pretty darned close. I need a decent camera range, because whoever heard of poor visibility in space? admittedly, there's H-Alpha regions and dark matter, but when a gargantuan space station appears from out of nowhere when the distant stars were still totally visible, this becomes annoying.
Thenthere's physics. Newton forces my hand to write Thrust/mass gives acceleration. Because I am using delta-time functions to maintain multiplayer consistency, I can stick with seconds. Although what is a unit has no real meaning, Blitz units are arbitrary, but the hard bit is trying to maintain a 'safe' kind of ratio.
1:5000 perhaps?
All I know is that the z-buffer is gonna be working like a wh*re's clit*ris! In the previous version of Galactic (and Im suprised none of the playtesters picked up on it, was that every now and then, the fired bullets would suddenly fly backwards at the player, or even go shooting behind!
So, in short.
Space is big, really big (according to Douglas Adams)
Spaceships move fast, but they shouldn't accelerate too quick or they'd be overtaking Einstein riding on his photon.
Spaceship combat wouldn't be much fun if the spaeships can outrun bullets, so bullets need to move faster than the ships (Yes, I would like my bullets to be visible entities, not just a quick linepick)
Collisions require some delicate precision, becasue each spaceship has damage-able areas and extra modular parts. Also HUD sprites & objects need to be pretty darned close. I need a decent camera range, because whoever heard of poor visibility in space? admittedly, there's H-Alpha regions and dark matter, but when a gargantuan space station appears from out of nowhere when the distant stars were still totally visible, this becomes annoying.
Thenthere's physics. Newton forces my hand to write Thrust/mass gives acceleration. Because I am using delta-time functions to maintain multiplayer consistency, I can stick with seconds. Although what is a unit has no real meaning, Blitz units are arbitrary, but the hard bit is trying to maintain a 'safe' kind of ratio.
1:5000 perhaps?
All I know is that the z-buffer is gonna be working like a wh*re's clit*ris! In the previous version of Galactic (and Im suprised none of the playtesters picked up on it, was that every now and then, the fired bullets would suddenly fly backwards at the player, or even go shooting behind!