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	<title>Creation Engine &#187; Vehicles</title>
	<atom:link href="http://blog.shadowmecha.org/category/vehicles/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.shadowmecha.org</link>
	<description>Game development, Unity3D, Second Life, and Metaverses, man.</description>
	<lastBuildDate>Sat, 21 Jan 2012 18:15:24 +0000</lastBuildDate>
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		<title>Daily Build: Plane Now Levels Out</title>
		<link>http://blog.shadowmecha.org/2011/08/27/daily-build-plane-now-levels-out/</link>
		<comments>http://blog.shadowmecha.org/2011/08/27/daily-build-plane-now-levels-out/#comments</comments>
		<pubDate>Sat, 27 Aug 2011 17:45:20 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Daily Build]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Vehicles]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/?p=182</guid>
		<description><![CDATA[Today&#8217;s build! Updates: Plane converts to submarine upon hitting the water Plane now rolls gently to level out after banking Click through to play! Please view the full post to see the Unity content. Controls: p + [ --&#62; coupe p + ] &#8211;&#62; plane p + = &#8211;&#62; hoverpod i &#8211;&#62; create selected item [...]]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s build!</p>
<p>Updates:</p>
<ul>
<li>Plane converts to submarine upon hitting the water</li>
<li>Plane now rolls gently to level out after banking</li>
</ul>
<p>Click through to play!<img title="More..." src="http://blog.shadowmecha.org/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" /></p>
<p><img title="More..." src="http://blog.shadowmecha.org/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" />
<p><em>Please view the full post to see the Unity content.</em></p>
<p>Controls:<br />
p + [ --&gt; coupe<br />
p + ] &#8211;&gt; plane<br />
p + = &#8211;&gt; hoverpod</p>
<p>i &#8211;&gt; create selected item (walls, turrets, etc.)</p>
<p>r &#8211;&gt; fires rocket<br />
b &#8211;&gt; drops gravity bomb: on impact gravity shuts down for several seconds<br />
k &#8211;&gt; fires enemy-seeking missile<br />
minus character &#8211;&gt; toggles time dilation (slow motion)</p>
<p>l &#8211;&gt; toggle headlight</p>
<p>o &#8211;&gt; dump screenshot</p>
<p>f &#8211;&gt; toggle fullscreen</p>
<p>WASD keys, &lt;&gt; keys, and arrow keys steer</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<item>
		<title>Thursday build</title>
		<link>http://blog.shadowmecha.org/2011/08/11/thursday-build/</link>
		<comments>http://blog.shadowmecha.org/2011/08/11/thursday-build/#comments</comments>
		<pubDate>Thu, 11 Aug 2011 23:29:08 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Food for thought]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Vehicles]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/?p=125</guid>
		<description><![CDATA[Today&#8217;s build! Controls: p + [ --&#62; coupe p + ] &#8211;&#62; plane p + = &#8211;&#62; hoverpod l &#8211;&#62; toggle headlight o &#8211;&#62; dump screenshot WASD keys, &#60;&#62; keys, and arrow keys steer The game is below the fold! Please view the full post to see the Unity content. Today&#8217;s updates: Bugfixes, mostly.  Just [...]]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s build!</p>
<p>Controls:<br />
p + [ --&gt; coupe<br />
p + ] &#8211;&gt; plane<br />
p + = &#8211;&gt; hoverpod<br />
l &#8211;&gt; toggle headlight<br />
o &#8211;&gt; dump screenshot</p>
<p>WASD keys, &lt;&gt; keys, and arrow keys steer</p>
<p>The game is below the fold!</p>
<p><span id="more-125"></span><img title="More..." src="http://blog.shadowmecha.org/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" /><img title="More..." src="http://blog.shadowmecha.org/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" /></p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>Today&#8217;s updates:</p>
<p>Bugfixes, mostly.  Just got the wing objects to shrink down properly on mode transforms.  Still working on the particles shutting off.</p>
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		<item>
		<title>Aug. 10th build</title>
		<link>http://blog.shadowmecha.org/2011/08/10/114/</link>
		<comments>http://blog.shadowmecha.org/2011/08/10/114/#comments</comments>
		<pubDate>Wed, 10 Aug 2011 15:42:56 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Food for thought]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Vehicles]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/?p=114</guid>
		<description><![CDATA[Today&#8217;s build! Controls: p + [ --&#62; coupe p + ] &#8211;&#62; plane p + = &#8211;&#62; hoverpod l &#8211;&#62; toggle headlight o &#8211;&#62; dump screenshot WASD keys, &#60;&#62; keys, and arrow keys steer The game is below the fold! Please view the full post to see the Unity content. Today&#8217;s updates: Moving sun lights [...]]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s build!</p>
<p>Controls:<br />
p + [ --&gt; coupe<br />
p + ] &#8211;&gt; plane<br />
p + = &#8211;&gt; hoverpod<br />
l &#8211;&gt; toggle headlight<br />
o &#8211;&gt; dump screenshot</p>
<p>WASD keys, &lt;&gt; keys, and arrow keys steer</p>
<p>The game is below the fold!</p>
<p><img title="More..." src="http://blog.shadowmecha.org/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" /><span id="more-114"></span></p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>Today&#8217;s updates:<br />
Moving sun lights added to scene. The sun(s) now arc above you to show the passage of time. Much more coding to be done to control this better.</p>
<p>Dynamic ambient light and fog coloration based on depth underwater (the deeper you go, the darker and more blue everything gets).</p>
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		<item>
		<title>August 8th build</title>
		<link>http://blog.shadowmecha.org/2011/08/08/august-8th-build/</link>
		<comments>http://blog.shadowmecha.org/2011/08/08/august-8th-build/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 01:57:20 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Food for thought]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Vehicles]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/?p=106</guid>
		<description><![CDATA[Today&#8217;s build! Controls: p + [ --&#62; coupe p + ] &#8211;&#62; plane p + = &#8211;&#62; hoverpod l &#8211;&#62; toggle headlight o &#8211;&#62; dump screenshot WASD keys, &#60;&#62; keys, and arrow keys steer. The game is below the fold! Please view the full post to see the Unity content. Updates: variable geometry wings in [...]]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s build!</p>
<p>Controls:<br />
p + [ --&gt; coupe<br />
p + ] &#8211;&gt; plane<br />
p + = &#8211;&gt; hoverpod<br />
l &#8211;&gt; toggle headlight<br />
o &#8211;&gt; dump screenshot</p>
<p>WASD keys, &lt;&gt; keys, and arrow keys steer. The game is below the fold!</p>
<p><span id="more-106"></span></p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>Updates: variable geometry wings in plane mode based on user input. When you steer the plane, the wings rotate in response.</p>
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		<item>
		<title>A Taxonomy of Flight Craft in Second Life</title>
		<link>http://blog.shadowmecha.org/2010/04/15/a-taxonomy-of-flight-craft-in-second-life/</link>
		<comments>http://blog.shadowmecha.org/2010/04/15/a-taxonomy-of-flight-craft-in-second-life/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 02:18:42 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Second Life]]></category>
		<category><![CDATA[Vehicles]]></category>

		<guid isPermaLink="false">http://blog.shadowmecha.org/?p=96</guid>
		<description><![CDATA[Superdreadnaughts With dimensions measured not in meters but in fractional sim lengths (&#8220;1/2 a region long!&#8221;) superdreadnaughts are the floating capital ships of the Second Life grid. They tend to be powered by some variant of Jesrad Seraph&#8216;s suite of multimove scripts. The net effect, while functional, is hardly elegant. The comparison to inchworms is [...]]]></description>
			<content:encoded><![CDATA[<p>Superdreadnaughts</p>
<p>With dimensions measured not in meters but in fractional sim lengths (&#8220;1/2 a region long!&#8221;) superdreadnaughts are the floating capital ships of the Second Life grid.  They tend to be powered by some variant of <a href="secondlife:///app/agent/e8a33a3d-b5f0-4fd9-bb94-6ae0cfb61805/about">Jesrad Seraph</a>&#8216;s suite of <a href="http://forums.secondlife.com/search.php?searchid=3952045">multimove scripts</a>.  The net effect, while functional, is hardly elegant.  The comparison to inchworms is natural&#8211; the only way to move a vehicle of several thousand prims is to break it into 254 prim (or fewer) linkset objects and attempt to move them in some semblance of cohesive motion.  The effect is rarely convincing.</p>
<p>However, by dint of sheer size, the rare superdreadnaughts rule the SL skies.  They generally feature broadside turret weapon arrays, staterooms, hangars &#038; landing strips, integrated vehicle and personal weapon rezzers, and command bridges.  Higher-investment assets also sport improvements like shipwide commsystems, shiplong axial beam weapons, and slaved dropships.</p>
<p>Style-wise, the superdreadnaught-class ship is almost without exception a sci-fi build.</p>
<p>Examples: Moo Spyker&#8217;s <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=1081389">Prometheus</a> (images <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=images&#038;ItemID=1081389">here</a>), Zypher Yao&#8217;s <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=755709">Zypherion</a> (images <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=images&#038;ItemID=755709">here</a>)<a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=1081389">,<br />
</a></p>
<p>Non-examples: The floating mall at <a title="Alcyon Sector" href="http://slurl.com/secondlife/Alcyon%20Sector/145/88/316">Alcyon Sector</a>, since it is not actually a vehicle.  Also the <a href="http://xstreetsl.com/modules.php?name=Marketplace&#038;file=item&#038;ItemID=724051">SS Antares</a> is essentially a dreadnaught-shaped building, highly detailed for roleplaying purposes, but unable to move under its own thrust.</p>
<div id="attachment_98" class="wp-caption alignnone" style="width: 1034px"><a href="http://blog.shadowmecha.org/wp-content/uploads/2009/02/dreadnaught-mall_001.jpg"><img class="size-large wp-image-98" title="dreadnaught-mall_001" src="http://blog.shadowmecha.org/wp-content/uploads/2009/02/dreadnaught-mall_001-1024x629.jpg" alt="This sreadnaught-like building serves as a well-themed floating mall, but is not functional as a flying vehicle in the traditional sense." width="1024" height="629" /></a><p class="wp-caption-text">This dreadnaught-like building serves as a well-themed floating mall, but is not functional as a flying vehicle in the traditional sense.  Note author seated on upper deck, foreground for scale.</p></div>
<p>Dreadnaughts &#8211; megaprim single linkset</p>
<p>Frigates &#8211; cabin craft like the ever-popular Halo video game series Pelican</p>
<p>Runabouts &#8211; personal craft<br />
&#8211;vehitars</p>
<p>&#8211;transforming vehicles</p>
<p>Tinies vehicles really fall under all the same categories as above, but they are appropriately scaled down a bit.</p>
<p>RC vehicles are vehicles at an API level (meaning, they use the same code that normal vehicles do, they simply lack the subroutine to check for the seated presence of an operator before enabling physics.</p>
<p>Regardless of genre: modern, sci-fi,  whimsical, organic</p>
<p>Regardless of originality: IP theft to completely original</p>
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