Docking objects in space


Joining between objects is a key mechanic in a project. I tried different methods.

 Even at the pre-production stage there was an option when the user added compartment by drag and drop

Later, my brother gave the idea to introduce special bots that will attach compartments


These bots are also used to move the ship. It was a great idea, but I had to try many ways to implement it.

However, such docking did not provide for all options. What happens if an asteroid hits a compartment or a ship? How should bots behave?

And only now can I say that I succeeded. The gateways in the compartments are standardized and have the same size. The idea is to connect the two gateways with two elastic connections and wait for their coordinates to match.  By changing the force,  damping and frequency depending on the distance, I achieved good results.




In the near future I will add the opportunity to join by any side, and there will be harmony )))



Comments

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I think drag&drop ghost + bots best way. In my opinion joinable modules more cool when have both walls, to split again.

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Thanks for the comment! Bots will be added - they are here only for argumentation. I'm thinking of an option where the user drag from one gateway to another and there is a hint: what the attached compartment will look like. The gateways are very small, but I plan to increase the interactive area.

Unsuccessful connections must also be. I think, after collision, it is necessary to cancel docking.

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How do you like this option?

Bots will appear soon

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Yes! View more logical and realistic for me.

Ehh i need to do this for my own game soon, but with 3d room structure inside. Can't choice good collision model, as game more about pew-pew than physical.

In my case, these are two joints whose parameters change dynamically from distance and position. They also depend on mass. Eventually, I make the jump, provided the gateways are parallel

I have not technical, but game-design troubles, because more thinking about shooter part than ship-sim. And fears to make it all too complicated like i do at most of my dusty-dead projects...

At current state i have just docking-teleportation instead of space physics.

Core game-play about FPS with RPG and ship building elements and potentially a-really-large ships at infinity generated anomaly space and sync-state multiplayer. (w/o prediction at current state)

Something like deathless hyperion meets with space engineers standing in infinity sandbox...

These are ambitious plans. My main job is to make shooters. And when I see how much effort and resources are needed for such a project, I do not even think to start)