Hi! I'm Dirkson. I'm trying to make one of the most accurate space combat simulation games. Ever.
For some reason this includes a lot more space cows and butter than I thought it would.
So far it's got voxels, multiplayer, heat simulation, kilometer long spaceships, real world materials, organic ships, and awesome music. Eventually, it's going to have AI crew, inertia, planets, and more.
So image updates have been sparse since the last livestream. Why? I've been rearranging some of the ScrumbleShip backend. Let's dig into that a little.
Currently, the way rendering works is something like this:
There's a lot of weird behavior too, like backwards sharing of ordered ship-lists, which causes threads to wait for each other.
The biggest problem with this system is that it requires me to re-send ALL the voxel data EVERY frame. As the ScrumbleShip engine gets better at rendering voxels, I can both send more voxels to the gpu, and send more data about those voxels to the gpu. So I'm starting to use too much bandwidth between the computer's memory and its graphics card. For example, the extra data sent by the lighting change needlessly costs us around 10fps.
So reducing the number of sends is a high priority on my list. But as I was studying to fix the problem, I noticed several interesting facts about the current rendering pipeline, and I developed a plan to make it better. Here's an experiment I did to prove a particular point:
This proved to me that I COULD render efficiently using multiple opengl draw calls, which opens up a lot of interesting optimizations.
So the new plan is:
What advantages does the newer pipeline have?
At this point, I estimate I've got maybe another week left to switch to the new pipeline. Then I should start putting out cool videos like this one again:
I'm aiming for the next full release sometime in February. It'll contain the lighting changes, lots of performance improvements, the mining torch, a complete UI overhaul, and a building-system overhaul.
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Highest Rated (4 agree) 10/10
The parts of this game that are already in place are awesomely fun, and once the rest of it is in place, there will be nothing like it anywhere. 10/10 for concept and fun.
Apr 5 2012 by dubyrunning