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Merge branch 'master' of https://github.com/mansoor-s/Galactic-Supremacy

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2 parents 685a83f + 591bb85 commit 321407a62b34e9041771c4f9cafaad1df3e451c8 Mansoor Sayed committed Mar 12, 2012
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@@ -1,3 +1,3 @@
-[submodule "models"]
- path = models
- url = git@github.com:mansoor-s/Galactic-Supremacy-Models.git
+[submodule "models"]
+ path = models
+ url = git@github.com:mansoor-s/Galactic-Supremacy-Models.git
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1,335 LICENSE
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@@ -1,40 +1,40 @@
-# Galactic Supremacy
-
-Galactic Supremacy is a an open source (MMORTS/Empire) Massive Multiplayer Online - Real Time Stratagy and Empire management game built for the web.
-
-
-
-##Technology##
-
-The game is being written entirely with javascript and and makes use the latest web technologies.
-
-For the front end, **WebGL**(using **Three.js**) is used to deliver 3d hardware accelerated graphics in the browser.
-
-The server side is being written on the **Node.js** platform and is backed by MongoDB and Redis.
-
-Communication between server and client is done via WebSockets for reduced overhead and latency.
-
-
-
-##Gameplay##
-
-Players start out on a single planet, from which they must build infrastructure and a sustainable economy. After which, they must research space technology and start colonizing other planet, moons, astroids and eventually other star systems. This is where millitary conflict comes in.
-
-Space battles take place in a fully 3D environment, where ships can be moved in X, Y, and Z axes (think Homeworld). This introduces many new factors to take into acount when planning a move.
-
-
-##Demo
-Some very early work in progress demos:
-Galaxy view
-http://mansoorsayed.com/gs2/
-Starsystem view
-http://mansoorsayed.com/gs/
-
-
-##TODO:
-More documentation
-
-
-
-##Licence##
-This project is released under the terms and conditions of the GPL v3 licence.
+# Galactic Supremacy
+
+Galactic Supremacy is a an open source (MMORTS/Empire) Massive Multiplayer Online - Real Time Stratagy and Empire management game built for the web.
+
+
+
+##Technology##
+
+The game is being written entirely with javascript and and makes use the latest web technologies.
+
+For the front end, **WebGL**(using **Three.js**) is used to deliver 3d hardware accelerated graphics in the browser.
+
+The server side is being written on the **Node.js** platform and is backed by MongoDB and Redis.
+
+Communication between server and client is done via WebSockets for reduced overhead and latency.
+
+
+
+##Gameplay##
+
+Players start out on a single planet, from which they must build infrastructure and a sustainable economy. After which, they must research space technology and start colonizing other planet, moons, astroids and eventually other star systems. This is where millitary conflict comes in.
+
+Space battles take place in a fully 3D environment, where ships can be moved in X, Y, and Z axes (think Homeworld). This introduces many new factors to take into acount when planning a move.
+
+
+##Demo
+Some very early work in progress demos:
+Galaxy view
+http://mansoorsayed.com/gs2/
+Starsystem view
+http://mansoorsayed.com/gs/
+
+
+##TODO:
+More documentation
+
+
+
+##Licence##
+This project is released under the terms and conditions of the (AGPL) GNU AFFERO GENERAL PUBLIC LICENSE.
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@@ -1,2 +1,2 @@
-[19:09] <chandlerp> IvanKuzev: not in a normal way, however I just thought of a way to use multiple textures, and you could use that to set it to a fully transparent texture
+[19:09] <chandlerp> IvanKuzev: not in a normal way, however I just thought of a way to use multiple textures, and you could use that to set it to a fully transparent texture
[19:10] <chandlerp> if you create a texture sprite, say 4 textures 2x2 you can update each particle's UV to match whichever texture you want
@@ -1,19 +1,19 @@
-/*
-<chandlerp> http://jsfiddle.net/AzqkW/
-[17:28] <chandlerp> there you go
-[17:29] <chandlerp> where origin is camera.position, vector comes from the call to projector.unproject()
-[17:29] <chandlerp> and z_plane_point is where you want to intersect the Z plane at
-[17:33] <IvanKuzev> thank you
-*/
-
-function getWorldXYZ(camera,xyPosition,z){
- var origin = camera.position;
- var vector = projector.unprojectVector(new THREE.Vector3(xyPosition.x,xyPosition.y,1), camera);
- var z_plane_point = z;
-
- var scalar =(z_plane_point - origin.z) / vector.z
- var intersection = origin.clone().addSelf( vector.multiplyScalar(scalar) );
-
- debugger;
- return intersection;
+/*
+<chandlerp> http://jsfiddle.net/AzqkW/
+[17:28] <chandlerp> there you go
+[17:29] <chandlerp> where origin is camera.position, vector comes from the call to projector.unproject()
+[17:29] <chandlerp> and z_plane_point is where you want to intersect the Z plane at
+[17:33] <IvanKuzev> thank you
+*/
+
+function getWorldXYZ(camera,xyPosition,z){
+ var origin = camera.position;
+ var vector = projector.unprojectVector(new THREE.Vector3(xyPosition.x,xyPosition.y,1), camera);
+ var z_plane_point = z;
+
+ var scalar =(z_plane_point - origin.z) / vector.z
+ var intersection = origin.clone().addSelf( vector.multiplyScalar(scalar) );
+
+ debugger;
+ return intersection;
}
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