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  (50 - 60 of 217)
Isimiel
Isimiel Oct 30 2012, 7:34pm says:

noooo missed the kickstarter =/

+2 votes     reply to comment
Insolent.
Insolent. Oct 31 2012, 4:34pm replied:

It's never to late to support the game! You can get it at ScrumbleShip.com with essentially the same benefits (aside from the physical rewards). You'll get alpha access with Full, and bleeding edge release access with Deluxe.

+3 votes     reply to comment
Insolent.
Insolent. Oct 16 2012, 2:57pm says:

The AI ships Kickstarter goal has been met! In the future, expect non-player civilians, traders, police, miners, militaries, and more to rove the space between ScrumbleShip's planets! :D

Next is plant-based organic ships, the perfect counterpart to the existing animal-based organic ships!

+2 votes     reply to comment
λpone
λpone Oct 14 2012, 10:21pm says:

Can't wait for a 64-bit version!

+2 votes     reply to comment
dirkson
dirkson Oct 15 2012, 2:36pm replied:

The linux 64 bit version is already out, and the windows version works fine on Windows 64 bit. If you're having problems running it, drop me a line and we'll see if we can't get it working.

Cheers!
-Dirk

+3 votes     reply to comment
λpone
λpone Oct 16 2012, 5:46pm replied:

I did not know that. The game crashes when I hit play, Are there any certain programs I need to run it?

+2 votes     reply to comment
dirkson
dirkson Oct 19 2012, 12:24pm replied:

A crash when you hit play is USUALLY indicative of outdated amd graphics drivers. You can either update them or use the amd fix posted here: Demo.scrumbleship.com

Let me know if it works!
-Dirk

+2 votes     reply to comment
Pabo
Pabo Oct 10 2012, 2:15pm says:

Congratulations on meeting your Kickstarter goal! I've posted about your campaign in this thread ( Indiedb.com ).If there's any info I might have missed/you want me to add, tell me and I'll edit it right away!

+2 votes     reply to comment
dirkson
dirkson Oct 11 2012, 11:48am replied:

Hey thanks! Your writeup looks excellent.

Cheers,
-Dirk

+2 votes     reply to comment
keyersuzi
keyersuzi Oct 10 2012, 4:06am says:

Sweet job mate, Ya beat your kickstater :D

+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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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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