Original Post
I've been tossing the idea around in my head for a couple months of making a space flight simulator. Before asking for help, I want to give a little of my background to establish the kind of advice I need.
I'm an electrical engineer, particularly one of those who codes more than most. I have a good grasp on C, which basically means I can code in anything inside that umbrella--C#, C++ and my Java is excellent because of the lots of android programming I do as a hobby. I know a little python and perl and a few assembly languages. Another of my hobbies is producing music/DJing, so I have all that mess more or less sorted out in terms of equipment and software. I know a crapload of physics too, especially electromagnetic stuff (obviously). I have all the Autodesk stuff I need for making models and texturing. As far as my actual game programming experience goes, I made a thing in flash a million years ago and used some of the weaker game creation suites (like RPG maker) for some quick jokes.
I drew up some sketches and some theoretical models for some sweet propulsion and weapon systems, I'm more or less ready to go. As far as my research shows, I need this major stuff:
-Renderer
-Physics engine
-a lot of scripting
-peripherals! (like joy pads)
-or alternatively a complete game engine that has everything I need.
Something like this (http://www.shatters.net/celestia/documentation.html) captures the fundamentals of what I want to do: realistic space travel, including the modelling of distant objects, orbits, gravity etc. A lot of different engine/renderer combinations look alluring, but I'm not sure which direction to go in because of the nature of the type of combat I'm thinking about incorporating. I want to use a lot of directed energy weapons and have realistic EM wave propagation and assorted effects, which means a lot of vectors with complex calculations everywhere all the time.
In plain English, I need something really fast and really flexible that can have a lot of math shoved into it.
I have a few friends working me on this too, so don't refrain from advice that points me down a labor intensive route. At this point, I want some opinions on what tools I should use. From there, I'll do a warm-up project to familiarize myself with the workflow then take on the big one.
I'm an electrical engineer, particularly one of those who codes more than most. I have a good grasp on C, which basically means I can code in anything inside that umbrella--C#, C++ and my Java is excellent because of the lots of android programming I do as a hobby. I know a little python and perl and a few assembly languages. Another of my hobbies is producing music/DJing, so I have all that mess more or less sorted out in terms of equipment and software. I know a crapload of physics too, especially electromagnetic stuff (obviously). I have all the Autodesk stuff I need for making models and texturing. As far as my actual game programming experience goes, I made a thing in flash a million years ago and used some of the weaker game creation suites (like RPG maker) for some quick jokes.
I drew up some sketches and some theoretical models for some sweet propulsion and weapon systems, I'm more or less ready to go. As far as my research shows, I need this major stuff:
-Renderer
-Physics engine
-a lot of scripting
-peripherals! (like joy pads)
-or alternatively a complete game engine that has everything I need.
Something like this (http://www.shatters.net/celestia/documentation.html) captures the fundamentals of what I want to do: realistic space travel, including the modelling of distant objects, orbits, gravity etc. A lot of different engine/renderer combinations look alluring, but I'm not sure which direction to go in because of the nature of the type of combat I'm thinking about incorporating. I want to use a lot of directed energy weapons and have realistic EM wave propagation and assorted effects, which means a lot of vectors with complex calculations everywhere all the time.
In plain English, I need something really fast and really flexible that can have a lot of math shoved into it.
I have a few friends working me on this too, so don't refrain from advice that points me down a labor intensive route. At this point, I want some opinions on what tools I should use. From there, I'll do a warm-up project to familiarize myself with the workflow then take on the big one.