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  (60 - 70 of 217)
duartel
duartel Oct 9 2012, 5:03pm says:

*Yawn* I've known this game for ages, and I've never been able to play it ;_;
Please, please, PLEASE make it intel compatible. I love this kind of games...

Ah well, I'm just hoping that "near future" comes soon ;_;

+2 votes     reply to comment
l0d1z
l0d1z Oct 9 2012, 4:24pm says:

Hey, looks like your kickstarter was a success, congratz!

Cheers! =)

+3 votes     reply to comment
Deathstalker206
Deathstalker206 Sep 24 2012, 11:22pm says:

if it is not present you should add energy shields which are resistant to laser weapons and redirect their heat away from the ship... with the adition of shield generators of course.

+2 votes     reply to comment
dirkson
dirkson Sep 25 2012, 9:04pm replied:

Dynamic.scrumbleship.com - This page has a little info on shields.

Basically, I want to model them as magnetic fields, because that's the closest real-world equivalent to shields.

Cheers!
-Dirk

+3 votes     reply to comment
KyleXreX
KyleXreX Oct 17 2012, 11:36am replied:

You are so smart, just made me cry.

+2 votes     reply to comment
Packleader
Packleader Sep 20 2012, 10:43am says:

Is there a mac version? If so, where could I find it?

+2 votes     reply to comment
dirkson
dirkson Sep 20 2012, 12:35pm replied:

We're still working on it - So far, mac refuses to hand us the appropriate opengl context when we request one. Everything else works fine. There are a couple of ways to solve this, and myself and another community member are workin' on both of them.

Expect it in a month or two, I'd say.

Until then, it works great in wine, if you have it installed, or Boot Camp or Parallels or CrossOver Games.

Cheers!
-Dirk

+2 votes     reply to comment
Domo_Skully_
Domo_Skully_ Sep 18 2012, 2:41am says:

I got teh game :), also you have the most votes on the Indie Dev Grant!

+4 votes     reply to comment
dirkson
dirkson Sep 18 2012, 7:06pm replied:

Thank you!

+3 votes     reply to comment
Insolent.
Insolent. Sep 18 2012, 5:41pm replied:

Awesome, you finally got it! Congrats - it's going to develop into something amazing, and we'll be along for the ride. :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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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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