Darn – Unity3D ‘Fail’…

Further to my hinting in the last post, I have to reveal a minor failure – or rather, a hurdle which I don’t have the time or inclination to jump.

Back in the last kickstarter, the idea of a ‘demo’ executable to show ships, stations et al came about – and this evolved into using Unity3D (free) to produce a webplayer – the ultimate in cool-some which would let me simply drop new models in for all to see.

Sadly – the mesh/material system in Unity3D is too rigid to make it easy to do that. 666 (Dom’s game engine) allows multiple materials per mesh, per model. Unity3d (as far as I can determine) only allows one material, per model. I’m not interested in reworking the models just to satisfy Unity3D. I may be wrong, I don’t know Unity3D well enough, but that’s the wall I’ve hit after quite a bit of research.

I wanted a web player which would let you select from a list of vessels and space stations – and then I’d update it over time with new toys (like exploring hard points, sub-systems, etc.) Ah well!

Anyway, for the fun of it – here is the result of my hours worth of experimentation over the past few months; http://dominium.maksw.com/test/shipviewer/viewer.html

Middle mouse button to zoom in/out.

It’s been a while since I last used Unity3D – and I quite like it, but I have to say I got sick to death of it crashing on startup whilst I tried to knock this viewer together 🙁

I may return to it at a later date, as it’s promising – but only if I can figure out a better way to get Dom’s models in without having to muck about or rework them. Please note these are not Dominium’s shaders, but Unity3D’s – although it is similar(ish) this is not how this ship looks in Dominium. It’s also dumbed down the texture maps detail, which are far higher resolution in Dom. I’ve not had time to find out why.

Anyway, in other news – I’ve made some tweaks to Dom’s scene management system, which allow me to assign waypoints and courses to a specific scene context (like a certain star, or planet). Up until now, they were stand alone entities within the game universe which page in/out as you fly near them. Giving them a scene context as well means I can easily render these items in the system maps, so they appear for stars and planets as you pick them. I wish I’d done this sooner – it would have made developing the autopilot a lot easier!

And finally, Chapter 9 is back from Wendy (my proof-reader) and I’m rolling the edits in. Chapter 10 is en route for proofing. Almost there!

 

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Author: Mak View all posts by

7 Comments on "Darn – Unity3D ‘Fail’…"

  1. Cornflakes_91 March 3, 2015 at 12:43 am -

    definitely cool ship 😀

    but im personally not sure about thrusters if the main propulsion forms seem to be varying degrees of exotic field drives…

  2. Mak March 4, 2015 at 9:30 pm -

    Thank you 🙂 and fear not… thrusters for low speed manouvering (sub-c)… exotic drives for high speed sub-c and FTL… variety is king. Different civilisations, different tech, different vessels, different costs…

  3. Mak March 4, 2015 at 9:31 pm -

    I really, really, really need to get some of this ‘lore’ out of my head and into the website sometime…

  4. Cornflakes_91 March 6, 2015 at 9:44 pm -

    *cornflakes approved*

    I suppose you are also lighting it a bit more in the book?

  5. Mak March 7, 2015 at 2:26 pm -

    ‘lighting’ – you mean writing? 🙂 Book 1 is ‘finished’ – other than minor tweaks to the narrative after the proof reading is done. Once complete, another proof read for any stray errors and I’ll be e-publishing it. Aside from that, I’ve written a fair wedge of Book Two, and tinkering with the back story/characters as I go. There are so many spin-off stories I want to write I doubt I’ll ever get chance! I’m planning a ‘Shorts’ collection, to go along side the main story as an accompanying book, but only time will tell…

  6. Cornflakes_91 March 7, 2015 at 11:32 pm -

    “shining light on the lore”

    forgot how to do i english, derp

    😛

  7. Mak March 8, 2015 at 1:55 pm -

    Aha, I am with you. Yes, I’ll be expanding the lore & tech as much as I can without boring too many readers 😉

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