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  (20 - 30 of 217)
GrandMoffbob
GrandMoffbob Apr 30 2013, 6:45pm says:

info: Error System Initialized
info: Version 0.20.0 Demo
WARN: Unable to load options file
info: Got compatibility mode
*ERR: We weren't able to grab full opengl access. We're probably going to crash and burn now.
>wut?!

+2 votes     reply to comment
cmgran6
cmgran6 Apr 5 2013, 5:40pm says:

I get this error how do i fix it?

info: Error System Initialized
info: Version 0.20.0 Demo
WARN: Unable to load options file
info: Got compatibility mode
*ERR: We weren't able to grab full opengl access. We're probably going to crash and burn now.

+2 votes     reply to comment
cmgran6
cmgran6 Apr 5 2013, 5:31pm says:

What are the video card specifications i need for this to run?

+2 votes     reply to comment
dirkson Creator
dirkson Apr 8 2013, 10:51am replied:

Any video card that does Opengl 3.1+ should be able to play the card. This includes all Nvidia and AMD cards released in the past 5 years, and all intel chips released in the last year or so. (Intel was pretty slow to jump on the modern graphics bandwagon!)

The error message in your other comment is usually indicative of not getting opengl 3.x. What sort of graphics card do you have?

Cheers,
-Dirk

+2 votes   reply to comment
cmgran6
cmgran6 Mar 31 2013, 4:19pm says:

Should make the colors and blocks more "solid" looking like minecraft not pure of one color more shades on each and that kind of thing.

+2 votes     reply to comment
mechwarrior24
mechwarrior24 Apr 8 2013, 8:39am replied:

Nah, ScrumbleShip has its own style that I've grown quite fond of. In fact, I'm quite proud of Dirkson in that he hasn't simply gone for the "minecraft in space" thing everybody else has jumped at. :)

+2 votes     reply to comment
Allfather
Allfather Mar 21 2013, 8:09pm says:

Star Made, Blockade Runner, Scrumbleship... I think there are more. Anyhow, I have looked into them each and I believe this one looks as promising if not moreso than blockade runner. I do, however, disagree with the kiddie UI. You should appeal to all audiences, not just little kids. I, for one, am a 22 year old United States Marine and I find this actually appealing. Besides, when I was a kid I preferred realism because it made it seem cooler. Would rather play with army men than action figures, etc. Get my meaning? I think kids prefer **** to be less childish, is what im saying.

+3 votes     reply to comment
mechwarrior24
mechwarrior24 Apr 8 2013, 8:41am replied:

... who said the UI was for kids? I doubt the average "kid" could really understand the full scope and potential of a game like this anyway. But yeah, as dirkson said, mods will be able to help you out there.

+2 votes     reply to comment
dirkson Creator
dirkson Apr 2 2013, 11:02am replied:

Some people love it, some people hate it. It's intended to reinforce the slapdash nature of construction in the game.

Still, enough people have disliked it that I'm going to take a community mod as an option one of these days. EmperorVonDoom's work is the closest, and he's polishing it now.

Cheers,
-Dirk

+2 votes   reply to comment
dirkson Creator
dirkson Apr 2 2013, 10:57am replied:

That sounds much like a driver problem. Can you try updating your graphics card drivers?

Cheers,
-Dirk

+2 votes   reply to comment
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ScrumbleShip
Platforms
Windows, Mac, Linux
Developer & Publisher
Orangehat Tech
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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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