Vertical Torpedo/Missile Launch System – Part 2

Standard

Following on from the previous post I have implemented a separate variable to control the power of missile turn rate and lateral thrust power. I tried a few missile initially launched in the opposite direction to the target to see what would happen when lateral thrust was high and turn rate was low, it results in the missile flying sideways towards its target. I suppose it’s not unrealistic.. doesn’t look great though (also presents the worst cross section to the enemy though, increasing point-defence effectiveness).
2014-09-10 10_01_59-Unity - Prototype.unity - Dreadnought - PC, Mac & Linux Standalone_

 

Continue reading

Shields up! – Part III

Standard

Continuing the (gruelling) series of dev blogs about procedurally generating a shield mesh I now get to make it act like a shield and do stuff™.

First off, let’s make the shield shape modify every 20 impacts. Or, let’s say every N impacts, that can be a variable on the shield component which will let me modify it at runtime. The code that “fuzzes” the edges of the vertices is already a function, so we can just call that after every X collisions, let’s give it a go..

Continue reading

Shields Up! – Part Two

Standard

Following on from the previous post, I’m going to rearrange my code to create vertices and triangles at the same time, with some added overlap detection/prevention code and see if that fares better. I don’t know why my sorting of verts based on Highest X position and lowest Y position didn’t sort out the faces being 50/50 back-to-front but perhaps once the code is reorganised that will become more apparent.

Continue reading