SS&T
From SSNTWiki
For information about the setting and lore of the project, see Frontier Universe
SS&T is a collection of Open Source algorithms developed to produce and graphically present a very rough estimation of behavior of solid object, fluids, fields and waves in vacuum. It is also growing to include a rudimentary GUI and AI system so it could serve, passably, as a game engine.
[edit] Components
A brief List of the Component of the SS&T Engine:
Editing tools
Most other modules are data driven. The developers found it very difficult to generate data file manually, thus various tools were created, most important of these was the ship editor and the collision file generator.
File Interfaces
It was realized that hard coding objects were bothersome even during testing. The file interfaces load effects resources, objects and GUI into memory during startup.
Vector support layer
Vector support layer handle a number of commonly used mathematical operation to reduce the load of the other layers
SS&T render core
The render core is based on code by Frank. D. Luna. It produces a presentation of the world state and the GUI.
Mass, Momentum and energy Balancer
The balancer handles Generation of interaction of items in the simulation world. The balancer encodes most basic physical laws and prevents their violation.
World State Iteration
Generate new world state from existing state and handle structural analysis of object clusters.
3D GUI
Receive inputs from a player
Unit AI
Manually controlling unit was confirmed impossible from various studies conducted by the developers. Unit AI system would allow players to issue intuitive commands without worrying about details for their execution.
[edit] Missing subsystems
A number of critical subsystems are missing from the engine, causing the simulation to frequently produce incorrect - or just very ugly results. The following is a list of missing subsystems:
Graphics:
Background
Atmosphere effects
Distant object effect
Dual Effects for fluid beams (only particle is implemented, missing billboard)
Bloom / glow
Bump map
Environmental map
Flare effect (muzzle, engines)
Physics:
High Speed optimization (Iterative collision)
Recursive structural analysis
Elastic Momentum transfer (collision)
Others
Rotational error estimator
Player class
Unit class
Networking code
It was pointed out that a number of systems may contain bugs or otherwise not operating as intended. This list includes almost every subsystem.
[edit] Current Objectives
The current objective of development is to simulate combat between two vehicles composed of more then 20 modules each.
--67.80.133.193 10:35, 7 February 2008 (CET)
