architecture – the megastructure development blog http://blog.megastructure.org tracking construction of megaprojects Sun, 23 Dec 2018 15:54:33 +0000 en-US hourly 1 https://wordpress.org/?v=5.0.2 Collisions and Cosmetics – v1.87 http://blog.megastructure.org/2009/10/collisions-and-cosmetics-v1-87/ Sun, 11 Oct 2009 01:03:02 +0000 http://blog.megastructure.org/?p=120 Version 1.87 released: as usual, to be found on the information page.

Major changes in this version include a newer, less degenerate collision engine. The player now collides with surfaces, instead being manually bound to a certain volume.

Also, steps have been taken towards making the corridors more visually interesting. This means adding chamfering to some corners, and variable heights to the corridors. (Suggestion in part by @zdanielz.)

Some screenshots:
screenshot-09-10-11_1

screenshot-09-10-11_2

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Concept and design – a patchwork approach http://blog.megastructure.org/2009/09/concept-and-design-a-patchwork-approach/ Wed, 16 Sep 2009 07:46:34 +0000 http://blog.megastructure.org/?p=105 In lieu of proper concept artwork or mock designs for a potential finished project, putting together photos discovered on Flickr has become a windfall of concept design.

Using Flickr’s new Gallery feature, I have put together a few megastructure explorations. These are built from other users’ photos, but represent a larger structure that crosses space and time to become the Megastructure we seek.

So far, there are three such explorations:

Exploration #1

Exploration #2 – Descent

Exploration #3 – Ascent

The feelings I get while going through these photos in their particular order is the same emotion the Megastrata simulation should give.

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Junctions and Overhauls [version 1.84] http://blog.megastructure.org/2009/09/junctions-and-overhauls-version-1-84/ Sun, 13 Sep 2009 07:41:11 +0000 http://blog.megastructure.org/?p=98 The NoiseViewer has come a long way since its inception some months ago, but there is still much to do. The code is about to undergo another radical reconfiguration, this time extracting ourselves from the original 2d-oriented architecture, and cementing the World object as master over 3D entities.

The “ConnectingBoxes” layer has been retired, having been superseded by the JunctionBoxes layer. This is by no means a completed structure, but we are certainly getting closer:

junction boxes

Head on down to the NoiseViewer information page to grab the latest version.

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