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  (10 - 20 of 217)
BrandonZ201
BrandonZ201 Jun 20 2013, 11:46pm says:

To me, $12 seems a lot for it not be a full version. $5 would be a good price and are you going to add a system where you will be able to buy gifts codes? Thanks

-1 votes     reply to comment
Insolent.
Insolent. Jun 24 2013, 1:35pm replied:

$12 is the Full version. You get access to every alpha release, which tend to come out once every month to three months. The $18 version is the Deluxe version, which includes access to bleeding edge releases that come out every week or more often. Those have the newest features not yet available to Full owners. For instance, right now people with Deluxe can try out the basic multiplayer that has been added, and build ships together. Deluxe also includes the awesome soundtrack by Poisoncut.

I think $12 is quite reasonable for the full version, and $18 is reasonable for instant access to all the new features and the soundtrack.

+3 votes     reply to comment
BrandonZ201
BrandonZ201 Jun 25 2013, 4:48am replied:

Thanks for the information! You managed to encourage me to buy the game! THANKS ALOT!

+4 votes     reply to comment
dirkson Creator
dirkson Jul 14 2013, 2:02pm replied:

Thank you - I really do appreciate the support!

-Dirk

+2 votes   reply to comment
Insolent.
Insolent. Jun 25 2013, 11:28am replied:

You're quite welcome! Glad to hear it. As for your question about gifting, I'm pretty sure it is possible, but I don't remember exactly how. If you pop onto the forums or the IRC chat client on the website, you can ask and Dirkson will tell you.

+1 vote     reply to comment
Isimiel
Isimiel Jun 23 2013, 11:18am replied:

this kid complaining about 12 bucks

0 votes     reply to comment
HELLO_THERE_BOB
HELLO_THERE_BOB Jun 28 2013, 3:33pm replied:

Not everyone can throwaway money without doing research

+1 vote     reply to comment
BrandonZ201
BrandonZ201 Jun 24 2013, 4:12am replied:

Sorry, i am just giving a suggestion that's all.

+1 vote     reply to comment
fyat66
fyat66 May 4 2013, 12:54pm says:

I would absolutely love to get this game, the only problem i have is that i can not use Paypal, it doesn't work with my card

+1 vote     reply to comment
dirkson Creator
dirkson May 3 2013, 10:23am replied:

Heyo!

Usually that error message is caused by having a graphics card with pre-2008 opengl. About the only things that do that these days are older intel gpus and Mac OSX below 10.7. Do you happen to know what graphics card you have?

Cheers,
-Dirk

+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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Official Page
Scrumbleship.com
Release Date
Released Oct 31, 2011
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9.2

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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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