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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2 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  (30 - 40 of 217)
Guest
Guest Mar 20 2013, 8:01am says:

Um... I think the windows version is broken...

"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."

+1 vote     reply to comment
Gonzalord
Gonzalord Feb 26 2013, 3:47am says:

I really like your game Mr. Dirkson, i watched how you updateit time by time ;)
Are you going to add Multiplayer Support to your game?
Cause i think it should be really, Really awesome

+3 votes     reply to comment
dirkson
dirkson Feb 26 2013, 3:03pm replied:

Yup, multiplayer support is planned! I've actually spent part of today building enet, which is the library requires for multiplayer support. I don't expect to have much multiplayer support in the next version of ScrumbleShip, but I do expect it within the next six months or so.

Cheers,
-Dirk

+4 votes     reply to comment
saladfingers
saladfingers Dec 31 2012, 5:35am says:

Dirkson, shall I'll ask why are you posting up pictures of crackheads, your scarying Hubert Cumberdale!!!!

+3 votes     reply to comment
markusiversen
markusiversen Dec 31 2012, 7:25pm replied:

Hey actually now you mention it, my friend DOES look like a crackhead (thats my pic with legolas, i toke the pic of my friend) hahahaha:D !

+3 votes     reply to comment
nexitem
nexitem Dec 17 2012, 8:19pm says:

I have been watching this game for a longer time now, And I do really like the way this is going to, Yeah the graphics is something you would have to get used to but they do kind of make the game look interesting :)

Can't wait to see more awesome features dirkson!

PS: Only game I vote for this year.

+4 votes     reply to comment
Holdim
Holdim Dec 14 2012, 4:14am says:

For your engine, did you use openGL or DX?

+2 votes     reply to comment
dirkson
dirkson Dec 14 2012, 1:06pm replied:

OpenGL. DirectX isn't available on the platform I use to develop (Linux), so I never even considered it.

Cheers,
-Dirk

+2 votes     reply to comment
sangriacus
sangriacus Dec 13 2012, 9:52am says:

Keep up the good work, voted you for GOTY, good luck!

+3 votes     reply to comment
dirkson
dirkson Dec 14 2012, 1:02pm replied:

Thanks!

+2 votes     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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