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  (40 - 50 of 217)
Oscuro1987
Oscuro1987 Dec 11 2012, 7:14am says:

Voted this for GOTY :D Great work :)

+3 votes     reply to comment
dirkson
dirkson Dec 11 2012, 12:59pm replied:

Thank you! Last year we didn't even make the top 100 - This year we did. I'm not sure we can make the top 10, but I'd be pleased as punch if we could manage!

Cheers,
-Dirk

+2 votes     reply to comment
newts
newts Nov 28 2012, 6:15pm says:

Any chance of making a mac demo?

+2 votes     reply to comment
dirkson
dirkson Nov 29 2012, 11:54am replied:

Workin' on it!

Macs only support opengl 3.x core context, which is a subset of opengl. I'm having to redesign significant portions of the game to work around this. (The open source linux drivers use the same subset, so the work is useful there too)

To get there I've got to do the following things:
1. Switch from SDL to glfw, reworking the underlying code. (Done)
2. Switch from opengl matrixes to my own matrixes. (Done)
3. Make a 2D square without old-style opengl calls. (Workin' on it)

This last step is by far the easiest, though it'll still take some time. Look for a Mac demo in December's release. (~15th-20th)

Cheers!
-Dirk

+2 votes     reply to comment
u-raptor
u-raptor Nov 17 2012, 5:17pm says:

This game looks very interesting, cant wait to get it, i find it very cool i could make tree ship :P

+2 votes     reply to comment
Hideyoshi_Raian
Hideyoshi_Raian Nov 10 2012, 10:04pm says:

Have any chance on selling the game in yuan instead of dollar?

+2 votes     reply to comment
dirkson
dirkson Nov 11 2012, 3:02pm replied:

Paypal should take care of any and all currency conversions, and I believe it works in China. But China purposefully keeps its currency depressed compared to the USD - Is about 75 Yuan a fair price?

If not, private message me and we'll work something out. I love tea, for example, and China has the best tea.

Cheers,
-Dirk

+2 votes     reply to comment
Isimiel
Isimiel Nov 1 2012, 6:04pm replied:

I already have deluxe i just wanted to donate some cash ;)

+2 votes     reply to comment
dirkson
dirkson Oct 31 2012, 10:10pm replied:

And if you REALLY want a physical reward, just send me an email - We can work somethin' out ;)

Cheers,
-Dirk

+3 votes     reply to comment
Isimiel
Isimiel Nov 1 2012, 5:59pm replied:

supporting this game IS the reward ^_^

+3 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

57 votes submitted.

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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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