• [programming in c] small spacecraft piloting

    From fir@3:633/10 to All on Tue Nov 3 04:21:49 2026
    as i said i find programming in c a valid topic on comp.lang.c
    though i understand maybe it will get no many answers as c is like commo denominator and programing a thing not necessary

    but if i got some things i may share, maybe it will get some outcome
    though probbly not

    here is video on it

    https://www.youtube.com/watch?v=vJ-Q-OA5ONY

    i added a small spacecraft piloting to my (fully pure c) rasterizer and
    it simply opens some problems that are near "walls"

    by walls i name such situation when you want to obtain something but you
    hit the wall and it stops you.. here im not exactly hit the walls maybe
    but may be near

    so i maybe name some (and if someone want may comment on this)

    1) as i said i want to obtain a "juicy" result and piloting
    a ship is near some wall here becouse i noticed that flyin in emptu
    space just by camera for some reasons looks better, i dont know
    its maybe becouse concentration of viewer is not focused on a ship
    in the centre so more engagement is put in viewing the 3d scenery
    - observing that ship in the centre spoils it

    though aside there is also some advantage of it as ships has its side
    and when it flyies thru scenery closely the size of the scenery
    is better illustrated..but the first problem stays

    (the question is how to improve this?)

    2

    second problem is steering... this is quite serious problem..it is how
    to steer the ship to make all go look good...
    right now camera is pinned to the ship but when i move a mouse its
    rotating around it and only if i press right mouse button the ship
    began to turn in stright looking direction - so i f i need him
    to turn 20 degrees right i just look the camero 20 degrees right and
    press right button...the routines according to which he changes its
    angular velocities also need to work

    i also stop the whole scene when nor right mouse button is pressed
    without that it all wass to fast (i mean enemies dont need to stop and
    look around, they move ans shoot too fast, so pause is imo good way)

    (how to improve it?)

    3. third problem is the algorithm for bots - how they should behave..
    i mean they should be skillful fighters so they should go out when im
    on them, they should also turn ad shoot and generally make good lookin
    space fights

    this is also open question

    4. there are potential more topics here - like i dont added
    any potentially costly things like collisions - but as to this i
    dont wanna burdem my code with it yet (as it wil be burden so maybe i
    should work first on mentioned problems.. they are hard enough)




    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From fir@3:633/10 to All on Tue Nov 3 13:07:04 2026
    fir pisze:
    as i said i find programming in c a valid topic on comp.lang.c
    though i understand maybe it will get no many answers as c is like commo denominator and programing a thing not necessary

    but if i got some things i may share, maybe it will get some outcome
    though probbly not

    here is video on it

    https://www.youtube.com/watch?v=vJ-Q-OA5ONY

    i added a small spacecraft piloting to my (fully pure c)ÿ rasterizer and
    it simply opens some problems that are near "walls"

    by walls i name such situation when you want to obtain something but you
    hit the wall and it stops you.. here im not exactly hit the walls maybe
    but may be near

    so i maybe name some (and if someone want may comment on this)

    1) as i said i want to obtain a "juicy" result and piloting
    a ship is near some wall here becouse i noticed that flyin in emptu
    space just by camera for some reasons looks better, i dont know
    its maybe becouse concentration of viewer is not focused on a ship
    in the centre so more engagement is put in viewing the 3d scenery
    - observing that ship in the centre spoils it

    though aside there is also some advantage of it as ships has its side
    and when it flyies thru scenery closely the size of the scenery
    is better illustrated..but the first problem stays

    (the question is how to improve this?)

    2

    second problem is steering... this is quite serious problem..it is how
    to steer the ship to make all go look good...
    right now camera is pinned to the ship but when i move a mouse its
    rotating around it and only if i press right mouse button the ship
    began to turn in stright looking direction - so i f i need him
    to turn 20 degrees right i just look the camero 20 degrees right and
    press right button...the routines according to which he changes its
    angular velocities also need to work

    i also stop the whole scene when nor right mouse button is pressed
    without that it all wass to fast (i mean enemies dont need to stop and
    look around, they move ans shoot too fast, so pause is imo good way)

    (how to improve it?)

    3. third problem is the algorithm for bots - how they should behave..
    i mean they should be skillful fighters so they should go out when im
    on them, they should also turn ad shoot and generally make good lookin
    space fights

    this is also open question

    4. there are potential more topics here - like i dont added
    any potentially costly things like collisions - but as to this i
    dont wanna burdem my code with it yet (as it wil be burden so maybe i
    should work first on mentioned problems.. they are hard enough)




    well it seem to be a hard problem

    generally as i said the plan would be to search "juicy" things
    - but it would invlve many code and tries what is juicer and
    what is less juicy... and that searching costs some things

    for example
    1. i may miss /omit very best ideas just not thinkin on them (very probably)

    2. thise i try make some mess in code (then i can clean t but it cost a
    tim) and overally cost a time

    so like this sip im myslef in a space of more and less juicy things
    couldn quite find a way to more juicy regions easily ;c

    but no stress, as i sai im doint it like 'toying ' attempt and
    if so it mean i can just do things slowly (if i yet find a time on this)
    code some and see the results -still it gaves some research values

    at least whay i got is standable imo (standable level of juicinesss)
    though i should be carefull becouse random additions sometimes put
    juiciness down

    as to those points above

    1 - its hard to find, i could teast some other ways of camere movement i
    guess (as i tmay depend on this), but probably not now

    2 - what i got is also not best but standable so i meybe also put it
    lower on the list

    3 - that i for sure must focus (though maybe it can be not easy to
    observing)

    4 - this worries me as for example geometry collisions are needed but
    may be cpu costly and this is depressing

    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)
  • From fir@3:633/10 to All on Tue Nov 3 13:39:51 2026
    fir pisze:
    fir pisze:
    as i said i find programming in c a valid topic on comp.lang.c
    though i understand maybe it will get no many answers as c is like
    commo denominator and programing a thing not necessary

    but if i got some things i may share, maybe it will get some outcome
    though probbly not

    here is video on it

    https://www.youtube.com/watch?v=vJ-Q-OA5ONY

    i added a small spacecraft piloting to my (fully pure c)ÿ rasterizer and
    it simply opens some problems that are near "walls"

    by walls i name such situation when you want to obtain something but
    you hit the wall and it stops you.. here im not exactly hit the walls
    maybe but may be near

    so i maybe name some (and if someone want may comment on this)

    1) as i said i want to obtain a "juicy" result and piloting
    a ship is near some wall here becouse i noticed that flyin in emptu
    space just by camera for some reasons looks better, i dont know
    its maybe becouse concentration of viewer is not focused on a ship
    in the centre so more engagement is put in viewing the 3d scenery
    - observing that ship in the centre spoils it

    though aside there is also some advantage of it as ships has its side
    and when it flyies thru scenery closely the size of the scenery
    is better illustrated..but the first problem stays

    (the question is how to improve this?)

    2

    second problem is steering... this is quite serious problem..it is how
    to steer the ship to make all go look good...
    right now camera is pinned to the ship but when i move a mouse its
    rotating around it and only if i press right mouse button the ship
    began to turn in stright looking direction - so i f i need him
    to turn 20 degrees right i just look the camero 20 degrees right and
    press right button...the routines according to which he changes its
    angular velocities also need to work

    i also stop the whole scene when nor right mouse button is pressed
    without that it all wass to fast (i mean enemies dont need to stop and
    look around, they move ans shoot too fast, so pause is imo good way)

    (how to improve it?)

    3. third problem is the algorithm for bots - how they should behave..
    i mean they should be skillful fighters so they should go out when im
    on them, they should also turn ad shoot and generally make good lookin
    space fights

    this is also open question

    4. there are potential more topics here - like i dont added
    any potentially costly things like collisions - but as to this i
    dont wanna burdem my code with it yet (as it wil be burden so maybe i
    should work first on mentioned problems.. they are hard enough)




    well it seem to be a hard problem

    generally as i said the plan would be to search "juicy" things
    - but it would invlve many code and tries what is juicer and
    what is less juicy... and that searching costs some things

    for example
    1. i may miss /omit very best ideas just not thinkin on them (very
    probably)

    2. thise i try make some mess in code (then i can clean t but it cost a
    tim) and overally cost a time

    so like this sip im myslef in a space of more and less juicy things
    couldn quite find a way to more juicy regions easily ;c

    but no stress, as i sai im doint it like 'toying ' attempt and
    if so it mean i can just do things slowly (if i yet find a time on this) code some and see the results -still it gaves some research values

    at least whay i got is standable imo (standable level of juicinesss)
    though i should be carefull becouse random additions sometimes put
    juiciness down

    as to those points above

    1 - its hard to find, i could teast some other ways of camere movement i guess (as i tmay depend on this), but probably not now


    the problem may be the camera isnt sooth? (as int isnt though i mede
    basic smoothing maybe not enough)

    the ship turns also not enough smooth?

    could work on that 2 maybe but im not sure if smoothing resolves all
    problems here..there may be also a problem with area of view, dynamic
    and possibly other things


    it needs a more carefull research maybe (to do some dynamic i would like
    doing more complex moves of the camera than just smoothing)


    2 - what i got is also not best but standable so i meybe also put it
    lower on the list

    3 - that i for sure must focus (though maybe it can be not easy to observing)

    4 - this worries me as for example geometry collisions are needed but
    may be cpu costly and this is depressing


    --- PyGate Linux v1.5.19
    * Origin: Dragon's Lair, PyGate NNTP<>Fido Gate (3:633/10)