Hi, my name is Christian. This blog is about the development of a new game with the title “Extrasolar Origin”. It is a space exploration game developed in the free Blitzmax language and uses the miniB3D extension for 3D. I have always dreamed to create my own space game. In recent years, I have built many tech demos and shared them with the great Blitzbasic community (hi folks!). Many people there told me I should finally create my own game – and I believe it is time to do so. Read More
I’ve started on April 20, 2016 with a clean WordPress installation, a lot of ideas and a mess of content on my harddisk. I put a lot of work in this blog and I’m glad to have finally begun. Thus, there is now a complete overview on the project instead a bunch of threads in the Blitzbasic community. The Blog design is a modified “Sparkling” theme from Colorlib which I’ve modified for my own needs. A few plugins improve the design and usability without too much impact on the speed.Read More
What is this game about? It is called Extrasolar Origin because I’ve always been interested in extrasolar Planets and Ancient Astronauts. So I registered this domain back in 2000 and had absolutely no clue what to do with it, I just wanted to own it Read More
Currently working on the Star System visualization. Here you’ll see the central star, in this demo a F-Type star. All done in Blitzmax+MiniB3D. It is a spherized segmented textured cube with additional glowing sprites and attached animated flares using animated textures only. Actually the flares are two single surface meshes with clever quad manipulation plus texture animation. One mesh consists of perpendicular quads aligned to the surface and the other mesh contains the outer flares, perpendicular too but rotated 90° which gives this nice flare effect.
This is an addon for the great WordPress Plugin “Crayon Syntax Highlighter“. I created this to visualize my Source Codes here in this Blog. It includes syntax highlighting for Blitz3D and Blitzmax, however it is not perfect but suitable for my needs (optimized for Superstrict!). It looks very close to the color schemes I’m using in my IDEal (Blitz3D) and BLIde (Blitzmax) development environments.
This is the nucleus of this game. A Microsoft Excel spreadsheet I’ve been working on the last three years. It calculates from the values in the orange fields in the upper left a complete Star System with 10 Planets and all of their properties using real physical formulas and some predefined tables. The data is not quite realistic, but realistic enough to create a believable star system on the fly. Based on this spreadsheet, I created the more advanced Star System Generator Demo and this will be the core of the game.
This demo shows simple interplanetary ship travel between two moving celestial bodies in 3D, initially inspired by the old game “Millennium 2.2”. I am using the exact body names from there (perhaps coding a remake some day) and real object radii / periods / sizes from Wikipedia (planets only, the moons would look weird and the scale wouldn’t fit anymore without major modifications).Read More
Bow shocks form the boundary between a magnetosphere and an ambient magnetized medium. This occurs when the magnetic field of an astrophysical object interacts with the nearby flowing ambient plasma. For example, when the solar wind, flowing with a relative speed of order 400 km/s, encounters the magnetic field of Earth, a bow shape boundary forms. For Earth and other magnetized planets, it is the boundary at which the speed of the stellar wind abruptly drops as a result of its approach to the magnetopause. For stars, this boundary is typically the edge of the astrosphere, where the stellar wind meets the interstellar medium.