Last week, Amazon dropped off my final game dev textbook (discovering over time what I really needed to learn). Now that hurricanes and current events seem to be wrapping up, and assuming no more important (to me) Rock gods pass away (sucking me into the past for a spell), I'm about to wrap up my studies and get on with the good stuff! It's about to become a lot of fun and I'll document all of my fun right here!
The rusty wire that holds the cork that keeps the anger in Gives way and suddenly it’s day again The sun is in the east Even though the day is done Two suns in the sunset, hmph Could be the human race is run
Years later, the Unity project died because of RL work, scope creep and Unity being Unity...
But I got something new, since I'm practicing Rust, I've started a version of this in that language using Bevy. It's much less code, doesn't require Unity, and could run as an executable as well as in a browser.
Since I'm not depending on paid third party libraries or content, I've put up the sourcecode and if anyone's interested I'd be happy to have people join the effort
Update: I got proportional navigation working. Still some collision issues with the launching plane, but hey, the hard part works.
What has me a little bit stumped atm is terrain detail generation. I am still kinda hoping someone else might join up and write something awesome for placing low poly roads, fields, etc.
Update: Implemented a basic FLIR MFD and arcade targeting. I will add manual FLIR aiming later, but don't expect DCS levels of realism. Next steps: Fixing up the missiles, and being able to actually destroy a target. I have not decided on how to do explosion effects yet but I want to do something that is at least somewhat reminiscent of the DOS games.
Update! Missile collision detection and target destruction now work. Explosion effects are placeholders, obviously. Proximity fuzing is implemented as well.
Still here, just haven't had much progress yet. I need to find a good way of generating scenery. There's a bug in the RCS calculations, which became apparent once I added UI for a RWR indicator like in the DOS game. Oh and the third person camera acts jittery for some reason, which must've been introduced with one of the last Bevy updates.
Thanks! Always interesting to see people attempt game development even though I can't really help myself. Particularly when not using Unity or Unreal...