Search found 77 matches

by jpab
Tue Dec 26, 2017 2:37 pm
Forum: Pioneer development
Topic: Game saves vs scripts
Replies: 8
Views: 5907

Re: Game saves vs scripts

[...] Its a crazy idea, but Pioneer has a Lua interpreter. Instead of writing the save in some custom format requiring a custom interpreter, its possible to write the save out as a lua script to recreate the gamestate. Yes there will be things missing at first, but it will be much better to include...
by jpab
Fri Dec 22, 2017 7:05 pm
Forum: Design docs
Topic: Serialisation format change
Replies: 3
Views: 5361

Serialisation format change

[Sorry, this post got really long as I thought about more stuff.] Pioneer started with a custom serialisation format, and then switched to JSON (with the custom format still in use within some sub-objects). I propose we make another switch. Yes, I know. I'm sorry! This is not a proposal to change t...
by jpab
Thu Dec 21, 2017 4:44 pm
Forum: Music and sound assets
Topic: Military Hyperdrive SFX
Replies: 10
Views: 9495

Re: Military Hyperdrive SFX

PR to bring the new military drive sound effects into the game:
https://github.com/pioneerspacesim/pioneer/pull/4202
by jpab
Sun Dec 17, 2017 10:55 pm
Forum: Pioneer development
Topic: Game saves vs scripts
Replies: 8
Views: 5907

Re: Game saves vs scripts

Also, here is an incomplete change to serialise Lua objects to JSON instead of serialising them to a custom serialisation format which is then compressed with miniz and dumped into the JSON file as an array of numbers. Serialising to JSON is almost certainly less efficient, but makes it possible to ...
by jpab
Sun Dec 17, 2017 10:52 pm
Forum: Pioneer development
Topic: Game saves vs scripts
Replies: 8
Views: 5907

Re: Game saves vs scripts

Btw, here is a dumb program to decompress a save file. It would be good (IMO) if we changed the save format to write the file out with gzip headers or something so that it can be decompressed with widely available command line tools. #include <iostream> #include <fstream> #include <string> #define M...
by jpab
Sun Dec 17, 2017 10:50 pm
Forum: Pioneer development
Topic: Game saves vs scripts
Replies: 8
Views: 5907

Game saves vs scripts

I made an attempt at putting Lua in charge of what sounds the hyperdrive makes, because Lua is currently in charge of other aspects of the hyperdrive and I wanted to get WKFO's military drive sound effects into the game. In my first attempt at this (https://github.com/pioneerspacesim/pioneer/pull/42...
by jpab
Wed Jan 20, 2016 9:38 am
Forum: Pioneer development
Topic: Making the UX closer to popular OS & APPs
Replies: 13
Views: 22144

Re: Making the UX closer to popular OS & APPs

Sorry for the long delay in response. There isn't a stack of View objects, but the new-ui root object (the 'UI::Context' class) holds a stack of UI::Layer objects. Only the top Layer receives input. Layers are currently used for implementing modal dialogs (e.g., look at the implementation of doLoadD...
by jpab
Wed Dec 30, 2015 11:02 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 121
Views: 153040

Re: Code inspiration and rendering resource

This doesn't work on my laptop, but perhaps it might be interesting for someone with a more WebGL-capable computer...
http://wwwtyro.github.io/planet-3d/
by jpab
Fri Aug 07, 2015 1:10 pm
Forum: Face generator
Topic: Facegen concept ideas
Replies: 48
Views: 107131

Re: Facegen concept ideas

Some time ago, I also tried making some cartoonish replacement faces, but the game probably wants the exact number of images like the original, so making that would require either making about 25 types of everything or digging through code and recompiling. So I gave up on that :/ The hardcoded-numb...
by jpab
Wed Jan 07, 2015 3:04 pm
Forum: Pioneer development
Topic: Lua access to ships in system
Replies: 2
Views: 4323

Re: Lua access to ships in system

The Ship class derives from Body. So, for ships, the objects returned by Space.GetBodies() will be Ship objects.