Variable max travel speed

Mads Overgård Henningsen shared this feedback 15 months ago
Under Consideration

The max speed of 100 m/s has continuously annoyed me, especially when leaving the atmosphere. Inspired by Elite: Dangerous, which doesn't do exactly this, but something with almost the same effect, I thought about increasing the max speed dynamically depending on the object's distance and speed difference compared to other simulated objects.

Using this approach, ships and players would be able to hover around their main ship (especially fitting with the new relative damping feature) without causing a max speed decrease. Should the ship come near a voxel structure or another simulated object, their max speeds would be reduced gradually to around the current limit of 100 m/s.

Being a game dev myself, I'm very keen (no pun intended) on hearing your response. I could imagine checking relative distances between every nearby object continuous has a potential performance implication.

Comments (5)

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What about local pockets with their own max speed ? :-)


If I am at space and nothing is around me ~50km there is no chance I would cause collision in 1s when travelling at speed 50km/s.


Also, to compute whether two grids collided - do I need to compute potential collision for each combination of block of these two grids ?


I think that to compute whether two grids collided between t and t+1 is to compute if there was intersection of two cylinder-like objects or cuboids, each created from grid boundaries and positions at t and t+1. Only then I'd compute block collision.

Or even compute intersection of two spheres with center = position at t, radius = position difference between t and t+1 plus size of the grid boundary box.

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I actually really like this solution, makes for interesting gameplay of small vs large ships etc.

https://steamcommunity.com/sharedfiles/filedetails/?id=1359618037

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I like it too, but it does not fix the physics bugs introduced with a higher max speed. I'll definitely check it out though.

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Also having atmosphere being a barrier to speed could be quite cool...

Going fast in space > hitting planet atmosphere > slowing down.

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For comparison, the game Rebel Galaxy uses variable speed quite well (sometimes annoyingly so) based on the proximity to nebulae and clouds, asteroid and debris thickets, planets and stars, stations, and other ships.

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I have been playing with a max speed of 2000m/s for the last six months or so, and frankly I could never go back to a pathetic 100m/s ever again