Hi! I'm Dirkson. I'm making the most accurate space combat simulation. Ever.

It's got voxels, heat simulation, kilometer long spaceships, real world materials, organic ships, and awesome music. Eventually, it's going to have AI crew, multiplayer, inertia, planets, and more.

  • Want to build a granite mothership with dozens of fighters? You can do that.
  • A spinning battleship with a three meter thick titanium hull? Sure, that too.
  • A butter asteroid-tug than melts whenever you turn on the engines? Of course!

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3 comments by dirkson on Feb 7th, 2014


Hi all! It's a wonderful, snowy day here in Washington. I took a little time off today to enjoy the snow - You can see what the girls did to me when I stopped to lie down for a moment. Surprisingly cozy!

But I've also been busy this week adding and editing ScrumbleShip. I applied Garmine's (Thanks Garmine!) glfw3 patch, finally bringing glfw3 support - This should fix a TON of context-related issues some people have been reporting. Other than that, I've been working on two major things - One visually appealing, one exciting for the future.

Softshadows

Here we can see the shadow system, nearly entirely fully realized. From each light, a block-level ray is cast, figuring out which nearby blocks are possibly illuminated. After that, when each voxel is cached, a voxel-level ray investigates the space, determining how much light can reach an object.

Both processes mainly make guesses about the light, rather than rigorously proving what the shadow should be. That said, the result ends up looking pretty excellent. This system can handle any number of simultaneous lights, of any colors.

These are still some issues to solve before this becomes default, though - Currently this system is very slow, and slows down block building. I have a couple good ideas on how to fix that. It also doesn't behave well when new blocks are added to a scene, so I need to track down the bug there and fix it as well. That said, the system IS available in the latest bleeding edge - Just open config/text/options and set "experimentallight" to 1.

Fire

To make any of this happen, I had to finally fix up the generic raycasting. Although for the moment that means player/ship hit detection is a little funny, in the long term it means more accurate hit detection, better lasers, and, eventually, ship/ship crashes. The raycasting has been a thorn in my side for some time - I finally managed to translate the problem into the appropriate math jargon, and with the help of Tuqz (Thanks Tuqz!) and some others, figured out how to accurately specify a line in 3D space.

The image is a visualization of raycasting at work. From the origin point of a light, I drew a voxel wherever my ray passed through, coloring it more yellow the farther away from the light it got. The end result was this surprisingly beautiful pattern.

Inventory

Now for the exciting stuff. While it may not look like much, this image is the beginning of a new push in ScrumbleShip - Gameplay features. We've basically gotten the graphics, general performance, and compatibility up to a point where I'm comfortable with them - Now I can start in on the fun stuff!

The first thing I've started tackling is inventory. The "Hold interface" block searches behind it for a contiguous, square space. Once it finds one, it figures out the side and defines it as part of the ship's inventory. The image you see above is that code functioning - I went ahead and filled the inventory space with wires, just for show.

The next steps are to hook this system up to the "destroy block" function, so that destroyed blocks are automatically stored in your spaceship. After that, I'll try to hook the inventory screen up to your ship, allowing you to place (or sell) blocks you've mined.

Basically, with a few more changes, we should be able to hunt through asteroids for rare platinum blocks sometime in the near future!



Cheers,
-Dirk

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ScrumbleShip Alpha Demo 0.23 - Windows

ScrumbleShip Alpha Demo 0.23 - Windows

Oct 7, 2013 Demo 0 comments

Alpha release 0.23 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.23 - Mac OSX

ScrumbleShip Alpha Demo 0.23 - Mac OSX

Oct 7, 2013 Demo 0 comments

Alpha release 0.23 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.23 - Linux

ScrumbleShip Alpha Demo 0.23 - Linux

Oct 7, 2013 Demo 0 comments

Alpha release 0.23 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.20 - Windows

ScrumbleShip Alpha Demo 0.20 - Windows

Jan 24, 2013 Demo 0 comments

Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.20 - Mac OSX

ScrumbleShip Alpha Demo 0.20 - Mac OSX

Jan 24, 2013 Demo 0 comments

Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.

ScrumbleShip Alpha Demo 0.20 - Linux

ScrumbleShip Alpha Demo 0.20 - Linux

Jan 24, 2013 Demo 0 comments

Alpha release 0.20 of the ScrumbleShip Demo, released for free on a Creative Commons License.

Post comment Comments  (180 - 190 of 217)
psykogundam
psykogundam Nov 4 2011, 6:20am says:

interesting. CPU intensive for some reason. (was getting FPS drops) serious lighting problems from flashlight and the props. The flickering light makes it frustrating. otherwise, very good idea. will follow this one.

win7 64

+1 vote     reply to comment
mechwarrior24
mechwarrior24 Nov 1 2011, 8:08am says:

Looking good! I especially like the unique graphical approach, very stylish.

+3 votes     reply to comment
keyersuzi
keyersuzi Oct 22 2011, 6:26am says:

hwo dose a bussiness or company control what people do in their spare time D:

+1 vote     reply to comment
dirkson
dirkson Oct 22 2011, 10:23pm replied:

Threat of legal action, and/or firing.

It's not exactly ethical what Yam's company is doing, but there's very little we can do about it.

-Dirk

+1 vote     reply to comment
Piemanlives
Piemanlives Nov 1 2011, 11:37pm replied:

sue? bring this to the attention of others?
anyways just found this looks interesting

+1 vote     reply to comment
mechwarrior24
mechwarrior24 Nov 6 2011, 9:35pm replied:

....

+1 vote     reply to comment
AFellowStalker
AFellowStalker Oct 19 2011, 4:22pm says:

Is there going to be complicated wiring? Say, if the butter section of my ship melts onto the wiring for the power, will the power shut down?

+1 vote     reply to comment
dirkson
dirkson Oct 19 2011, 7:21pm replied:

Not very complicated, but yes, there will be wiring. A generator will provide power to all wires its connected to - Hook several generators up, and your wiring system will be able to handle heavy loads. Firing a connected laser will provide a drain on the system. Batteries and capacitors will help even out heavy drain into more manageable long-term drain.

Cheers,
-Dirk

+1 vote     reply to comment
dirkson
dirkson Oct 15 2011, 11:29pm replied:

I don't mind the questions at all! I'm probably going to mine these comments for future press releases, though ;)

Currently, we have a 2.5 person dev team:

Dirkson - I handle all the coding, promotion, website, and twitter bits.

Nezumi - Nezumi handles all the art and facebook bits.

Yam - Yam might eventually create a game-launcher for us, assuming his employer gets off their lazy ***** and gives him the OK. Why they feel the need to control his spare time is anyone's guess.

You might also check out our forums, they're starting to gain steam now: Forums.scrumbleship.com

Cheers,
-Dirk

+1 vote     reply to comment
keyersuzi
keyersuzi Oct 16 2011, 6:08am replied:

ah okay thats cool :D, and sad :(

+1 vote     reply to comment
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ScrumbleShip
Platforms
Windows, Mac, Linux
Developer & Publisher
Orangehat Tech
Engine
Custom Built
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Scrumbleship.com
Release Date
Released Oct 31, 2011
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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, 9:25am by dubyrunning

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