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#thatspaceproject

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Lind Whisperer

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Well, it's not exactly the most visually exciting of videos. But, thanks to the awesome work Stopsecret did in his Rocket Script, Crash's helpful answering of questions, and a little search-fu, I successfully imported the Galactic Peacekeeper into Unity - apparently it doesn't have too many polygons - and can spin it around using keyboard controls!

 

(Apologies for video quality, I'm still mastering FRAPS...)

 

If you imagine there's a dark starry sky racing past in this first one, it gets a lot more engaging.

This one has a lot more spin - and reveals a lot more issues with missing overlapping* faces. (Don't worry, it can do more than turn in a barrel roll. I had FRAPS issues, and the only video I got of it from a different angle was awkward enough that I didn't upload it.)

 

Well, it's definitely got issues that need fixing. But as far as it goes, it also works - in its own way - which is a heck of a lot more than what I had when I started a few days ago.


Not sure what the best next step would be - try to get flying a bit better, model a good test map, etc...

 

*Thanks go to le for pointing that out.

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Are you going to implement 6DOF (hardcore sim) or just forward flight (planes in space)? I'd recommend deciding early in the development of the flight model since both models have vastly different playstyles and balancing challenges, and once you commit to one you really can't switch without rewriting the flight model.

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Well that's all well and good, but, pitch and yaw using arrow keys? A month ago I made a fancy space flying script that has pitch and yaw assigned to mouse input. I wrote it like a month ago and just put it in a basic stand-alone project and spruced it up a bit. Try it out! :D

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