- Joined
- Jan 7, 2008
- Messages
- 5,814
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- 869
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- 203
- Location
- Earth
- Website
- orbides.org
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- she/her
Generating space stations - meshes, textures, animations, interiors, everything.
A station is defined by a tiny procedure file, loaded into an Orbiter vessel module. The latter expands it in run-time into a full space station.
That file is made by the generator - randomly or by user preferences.
Potentially, it can be generated at Orbiter run-time, so there are a fleet of stations (or even vessels) in orbit of whatever ball of matter you fly around.
So far, there are 4 types of trusses functions, truss interface function, three solar panel functions, and that's pretty much all.
Once i get some CSG working, there will be modules, tanks, reactors, docking ports and some other stuff.
The question is: Is there any point in developing a thing like that?
If yes, suggestions are welcome.
Also, some pointers at late 20th - early 21st century technology-based station design patterns information would have been interesting.
Some example output:
A station is defined by a tiny procedure file, loaded into an Orbiter vessel module. The latter expands it in run-time into a full space station.
That file is made by the generator - randomly or by user preferences.
Potentially, it can be generated at Orbiter run-time, so there are a fleet of stations (or even vessels) in orbit of whatever ball of matter you fly around.
So far, there are 4 types of trusses functions, truss interface function, three solar panel functions, and that's pretty much all.
Once i get some CSG working, there will be modules, tanks, reactors, docking ports and some other stuff.
The question is: Is there any point in developing a thing like that?
If yes, suggestions are welcome.
Also, some pointers at late 20th - early 21st century technology-based station design patterns information would have been interesting.
Some example output:
