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  (70 - 80 of 217)
Valken
Valken Sep 17 2012, 11:28am says:

Looking forward to this so much! Any chance of a Windows 64 bit version since I see there is a 64 bit linux version?

+2 votes     reply to comment
Insolent.
Insolent. Sep 17 2012, 11:53am replied:

Yep, a windows 64 bit version is in the works! As there's only one dev, he has to prioritize what he works on. Since the 32 bit currently works, the 64 bit version isn't at the top of his list. It is *on* the list and will be released though! :)

+2 votes     reply to comment
dirkson
dirkson Sep 17 2012, 12:53pm replied:

What Insolent said :D

I THINK the only difference would be ram usages (>3gb requires 64 bit in windows) and no one has built a ship which requires that level of ram yet.

If I'm wrong about either of those things, let me know!

Cheers,
-Dirk

+2 votes     reply to comment
Domo_Skully_
Domo_Skully_ Sep 17 2012, 6:47am says:

I am now finally actually looking to buy this (yay!), but what is the BleedingEdge.exe thing you mention in deluxe edition? Also I noticed that I will get all updates till 1.0, is that like when you will release dlc? Anyway can't wait!

+2 votes     reply to comment
Insolent.
Insolent. Sep 17 2012, 10:09am replied:

Glad you're looking to buy the game! It's well worth it :)

The bleeding edge releases are the versions of the game Dirkson releases anywhere from several times a day, to once every few days. They contain all the game's newest experimental features. So when Dirkson added heat simulation, Deluxe owners got to play with it on the same day. The same will go for all new changes, big and small.

1.0 will be the "finished" version of ScrumbleShip, the main multiplayer, open-world game in all its glory. It will of course be patched and updated after that. And yes, Dirkson plans to release expansions, including an expansion that lets you build on and explore planets, with AI alien civilizations, and more. 1.0 is just the beginning!

+2 votes     reply to comment
Domo_Skully_
Domo_Skully_ Sep 18 2012, 1:51am replied:

Awesome...

+2 votes     reply to comment
Eliteassault
Eliteassault Sep 2 2012, 8:43am says:

This game is kinda like Battleship Craft on the ios.

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

Wow! Thanks for mentioning this game, it was really cool to learn about!

It's not available for PC too, is it? I'd rather like to play it :-/

Cheers,
-Dirk

+2 votes     reply to comment
crazyjake56
crazyjake56 Aug 28 2012, 7:48pm says:

crashes every time i hit play. Windows 7 64 bit, the card is a radeon in case it is a driver issue.

+2 votes     reply to comment
dirkson
dirkson Aug 29 2012, 1:09pm replied:

Yup, that's a driver issue. Update your drivers and it should fix it. Alternatively, there's a workaround posted to Dynamic.scrumbleship.com

Cheers,
-Dirk

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