Ship Map Creator #38
Replies: 3 comments 10 replies
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Decks and rooms are defines separately from the visualization aspect. Decks should be nameable, with "Deck 1, Deck 2, ..." being the default, but with the option to do "A Deck, B Deck, ..." etc. (Lets be honest, I want to recreate the NSEA Protector in Thorium Nova someday 😝). For decks and rooms visualization, SVGs make a lot of sense for this. They are relatively small, and you can add metadata to the SVG elements to identify each with a deck and room. Since we're doing this as a web app, you can easily render the SVG and add interactivity to click on the decks and rooms. The idea is that each deck would be its own SVG, or its own layer in an SVG, and each room is a polygon shape in the SVG. As for defining the movement of crew members, we probably want to use a graph structure of some kind, with nodes and edges. Nodes could exist inside hallways, or they could be associated with specific rooms. Edges connect all the places where a node connects. Crew members can move along edges between nodes. This also makes pathfinding really easy using Dijkstra's or A* algorithms. For movement from deck to deck, a node could specify an edge that connects to a node on a separate deck. These would be placed in elevator/turbolifts or maintenance ladders. Maybe edges could have weights to discourage regular crew members from going along paths reserved for maintenance crew members. Nodes that exist in larger areas could have a property that defines a radius. That way, when a crew member's dot on the Marauder's map enters a room, they don't just sit in the middle - the radius defines an area where they can randomly wander while they are "in" that node, which adds to the realism just a little bit. I think that covers it. |
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It's not a video. More like, "set your impulse engine to 100%." Then the tutorial waits for you to do that. Afterwards, "set your course to 200 degrees," etc. It's literally hands on. You should try it out. Time: download + unzip + 2 minutes. |
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I've been running it under Wine on my Mac. Recent changes to EE combined with my older OS (10.9.5) have made compilation challenging for me. I compile on my Linux boxes. I should have remembered that you use Mac |
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This discussion is much like #34, except instead of a creator for the universe, we need a creator for the ship map.
First, a few definitions. The ship map serves 3 purposes:
To begin with, the creator needs to be able to define the following properties of a ship.
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