Iter 6 and current work.

Iter 6 has been released last week. I feel a lot better now that command ship upgrades take resources. Also that the resource transfer between trading station and command ship actually takes place via a “physical” cargo pod. The trading station launches it and the command ship “picks it up” (aka smashes into it). Since this is fairly annoying (having a slow and slow turning ship to collide with a pod) I’ll have to code a command ship upgrade of a “cargo hook” a turret that shoots some sort of a line or maybe a “beam” (aka tractor beam) that will pull the cargo pod closer eventually transfering the cargo to the ship when the contact occurs. This could dual purpouse as a way to either tow or disrupt smaller ships. Would be pretty cool to shoot this “cargo hook” at a fighter and have it lose its maneuvering advantage over the command ship.

I haven’t been coding the game much this week instead I focused on learning shaders. Since the artists have provided me with specular and ambient textures my goal was to utilize these as to make the finished models the best that they could be. I’m happy to say that even though I struggled greatly getting into the shader portion of graphics programming I have some results, a very basic ambient, diffuse and specular shader (for those not familiar with these terms refer to light: ambient means light that is always present, diffuse means light that bounces off a surface equally, and specular refers to light that bounces off more so off of shiny surfaces). Bottom line they make things look cool. Here’s a screen shot of the shader I pieced together from multiple sources and added a bit of my own touches, it shows the difference between just diffuse and specular and diffuse shaders.

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