We now have a full fledged spacecraft with a core nuclear reactor and multiple thrusters to guide its motion.
We can now fly a fully functional space-craft around. Both kinds of motion are supported – translation and rotation.
Projectiles are nothing but bullets and missiles. The support has been added and now the space-crafts can attack each other.
Sound Engine has been integrated with the game. But we have portability issues, ie it works only on one machine so far.
Since, one of our primary goals of this project was to have a space game based on actual physical simulation. We tried to model the movement of the spacecraft based on the reactors and the corresponding thrust provided by them. A space-craft can have multiple reactors which are essentially producers, and it converts the energy provided by them into other forms – physical motion, heat, etc which are the consumers.
Each library has its own way of representing the objects. We have built a top down hierarchical structure for the space-craft and its individual components, which seamlessly integrates with opal and ogre. The hierarchical structure will update all the associated objects of the different libraries appropriately. This flexibility allows us to extend it to the other engines that will be integrated soon..
Other major challenge was the integration of the physics of the thrusters to the space-craft movement. Also another major challenge was the representation of the spacecraft object in ogre.
It is more like a shooter game for now. We have a spacecraft which can used to shoot at enemy spacecrafts. Movie Link
Garett – Opal and Ogre integration, Hierarchy structure, Physics, Producer-Consumer and the Graphics .
Paul Canup – Sound Library and Producer-Consumer
Hareesh – Opal, Physics
Matt
– Opal-Ogre Integration and AI.