Too_Many_Cars
Active Member
Ok TARDISheads:
Very exciting news today.
David Hernly, the creator of his own 3D video game engine HYDRA: Tactical Command Simulator ( https://www.facebook.com/HydraTacticalCommandSimulator) and I have been collaborating on some pretty amazing sci-fi projects as a way of beta testing his software in preparation for release.
Our first collaboration was a resounding success, the single-screen "BOOTH" time machine from the Untitled Webseries (formerly known as "Inspector Spacetime" from NBC's community), voiced by Mayim Bialik PhD of Big Bang Theory and Blossom.

The "Spacetme" single screen UI is a simple proof-of-concept on our way to a fully interactive multi-screen and multi-interface simulator for Paul Salamoff's screen used McGann TARDIS console (which I helped restore last year) on our way to the grad-daddy of all simulators, the full Star Trek TNG bridge where all 10 stations can be used to pilot the Enterprise.
David and I are in the beginning talks to sort out what we want the simulator to do, what functions we want the various controls on the console to control, etc...
Right now the plan is to make the TARDIS similar to the planned TNG bridge NASA charity outreach simulation where kids can fly through the universe and learn about various planets and stars, with the added benefit on the TARDIS that each place you visit you can roll through a "Time Travel" timeline to see the past and future as stars go nova or civilizations rise and fall. On my way back from a charity gig with my James Bond car in Vegas yesterday afternoon David and I had a conference call to work out the "timeline" logic, and it's going to knock your socks off.
The finished TARDIS simulator will be carefully constructed so that the screen-used 100 year old scientific controls on the screen used console will be used with arcade cabinet PS2 keyboard adapters so fans can literally pilot the TARDIS through virtual space using the ORIGINAL CONTROLS (minus the few that I've already wired up for sound or lights). A collection of smaller tablets and screens will replicate the Art Deco TV status display from the film as well as similar designed "outside the police box" and "vortex real-time" views, and a projector will light up the ceiling or wall with the main screen to give the 'Planetarium' effect from the film.
HYDRA TCS already has all of the logic in place for anything we can think of - but I'd love to hear from all of the astoundingly creative minds on the RPF of you with any ideas you have for what you'd like to see the TARDIS do at a convention.
1. What planets would you like to see or what actions would you like to be able to do while "piloting" the McGann TARDIS console? Keep in mind that this is based around the logic of a multi-user spaceship flight simulator, so most of the great 3D work and logic we have to work with involves flying through space and interacting with other ships + planets. However, we will have an "outside view" of the police box on a separate monitor where you can land the TARDIS on various planets in any land, sea, or air environments or 'pilot' the ship through various planet-based locations.
2. HYDRA TCS is a logic engine based around HTML5, so we can use any still art (any format that can be manipulated in Photoshop) as part of our art deco-esque heads up displays. I'm blown away by the creativity in this forum creating various 3D TARDIS and console models. Any 3D models in the usual formats (blender, lighwave, Unity, etc.) would also come in handy to give us a nice toolbox of objects to interact with while flying through the Whoniverse. Anyone who would like to contribute and join the "Spacetime" art team in making the simulator look as good as it can be, please contact me - we'd love to have you as part of the design team.
Quick disclaimer: This TARDIS simulator will never be offered for sale or released for any other use with any other prop or organization. It is a one-off project for Paul Salamoff's screen used TARDIS console ONLY so fans can enjoy it at the various conventions we visit, and like the "Spacetime" console it is designed to be a fun way to beta-test the features of the extremely flexible Hydra logic engine before the game is released later in 2013. Anyone who helps out will also get in on the ground floor of the HYDRA game company which has several multi-user games (sci-fi and otherwise) in the works if you're looking to pursue a career in game design art.
The adventure awaits.
--Brian
Very exciting news today.
David Hernly, the creator of his own 3D video game engine HYDRA: Tactical Command Simulator ( https://www.facebook.com/HydraTacticalCommandSimulator) and I have been collaborating on some pretty amazing sci-fi projects as a way of beta testing his software in preparation for release.
Our first collaboration was a resounding success, the single-screen "BOOTH" time machine from the Untitled Webseries (formerly known as "Inspector Spacetime" from NBC's community), voiced by Mayim Bialik PhD of Big Bang Theory and Blossom.

The "Spacetme" single screen UI is a simple proof-of-concept on our way to a fully interactive multi-screen and multi-interface simulator for Paul Salamoff's screen used McGann TARDIS console (which I helped restore last year) on our way to the grad-daddy of all simulators, the full Star Trek TNG bridge where all 10 stations can be used to pilot the Enterprise.
David and I are in the beginning talks to sort out what we want the simulator to do, what functions we want the various controls on the console to control, etc...
Right now the plan is to make the TARDIS similar to the planned TNG bridge NASA charity outreach simulation where kids can fly through the universe and learn about various planets and stars, with the added benefit on the TARDIS that each place you visit you can roll through a "Time Travel" timeline to see the past and future as stars go nova or civilizations rise and fall. On my way back from a charity gig with my James Bond car in Vegas yesterday afternoon David and I had a conference call to work out the "timeline" logic, and it's going to knock your socks off.
The finished TARDIS simulator will be carefully constructed so that the screen-used 100 year old scientific controls on the screen used console will be used with arcade cabinet PS2 keyboard adapters so fans can literally pilot the TARDIS through virtual space using the ORIGINAL CONTROLS (minus the few that I've already wired up for sound or lights). A collection of smaller tablets and screens will replicate the Art Deco TV status display from the film as well as similar designed "outside the police box" and "vortex real-time" views, and a projector will light up the ceiling or wall with the main screen to give the 'Planetarium' effect from the film.
HYDRA TCS already has all of the logic in place for anything we can think of - but I'd love to hear from all of the astoundingly creative minds on the RPF of you with any ideas you have for what you'd like to see the TARDIS do at a convention.
1. What planets would you like to see or what actions would you like to be able to do while "piloting" the McGann TARDIS console? Keep in mind that this is based around the logic of a multi-user spaceship flight simulator, so most of the great 3D work and logic we have to work with involves flying through space and interacting with other ships + planets. However, we will have an "outside view" of the police box on a separate monitor where you can land the TARDIS on various planets in any land, sea, or air environments or 'pilot' the ship through various planet-based locations.
2. HYDRA TCS is a logic engine based around HTML5, so we can use any still art (any format that can be manipulated in Photoshop) as part of our art deco-esque heads up displays. I'm blown away by the creativity in this forum creating various 3D TARDIS and console models. Any 3D models in the usual formats (blender, lighwave, Unity, etc.) would also come in handy to give us a nice toolbox of objects to interact with while flying through the Whoniverse. Anyone who would like to contribute and join the "Spacetime" art team in making the simulator look as good as it can be, please contact me - we'd love to have you as part of the design team.
Quick disclaimer: This TARDIS simulator will never be offered for sale or released for any other use with any other prop or organization. It is a one-off project for Paul Salamoff's screen used TARDIS console ONLY so fans can enjoy it at the various conventions we visit, and like the "Spacetime" console it is designed to be a fun way to beta-test the features of the extremely flexible Hydra logic engine before the game is released later in 2013. Anyone who helps out will also get in on the ground floor of the HYDRA game company which has several multi-user games (sci-fi and otherwise) in the works if you're looking to pursue a career in game design art.
The adventure awaits.
--Brian