The alpha version of StarMade is completely free!

We absolutely appreciate any and all support via buying the game, making a private investment, etc.. :)

Some of the things that you can currently do in StarMade:

  • Explore: Infinite space in all directions using the X/Y/Z axis you can travel from 0,0,0 to 1000,2000,3000 and so on, but infinitely!!!
  • Design: Design the ship of your dreams, from famous ships featured in movies, book lore and other sci-fi/fantasy cannon. Or design something from your own imagination, connecting modules of ships together and challenging your efficiency and design skills. Do you create a ship that kills and destroys everything or a peaceful trading ship that is really just a smugglers ship in disguise?!
  • Customize: Create customized weapons, harvesting, repair, shield and other modules by grouping them into geometrical patterns to increase their abilities! With more modules being dreamed up by the StarMade team EVERY DAY, the possibilities are endless!
  • Multiplayer: StarMade was designed around multiplayer to begin with. Share control of your super massive ship, design a station with friends or conqueor the universe INCLUDING your pals, one sector at a time!!
  • Multiplatform: This game runs with Java and is OPTIMIZED to run as efficiently as possible, while we may experience some bugs and bumps in alpha and beta, we are more focused on gameplay and engine optimization.

There are many more features and we will do our best to create a better website, with fully imaged tutorials, videos and other goodies ( including contests and giveaways! ).

The best support we can get at this time is the word of mouth, get more people to not only play StarMade but follow us on twitter, indieDB and become involved with our community. Remember, you guys will be the core players that helped us launch this awesome game, and we will remember you.

You can find us on twitter @star_made

Thanks for playing StarMade

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Player Ships #3: Battecruiser Operational Player Ships #3: Battecruiser Operational Player Ships #2
Blog RSS Feed Report abuse Latest News: StarMade 0.092: Seamless Universe

2 comments by schema on Mar 3rd, 2013

Soft Borders

This basically means, that sectors won't load in right when you change it, but you will be always surrounded by preloading sectors. You will be able to see the objects (even moving ones) of adjacent sectors from your position. This feature will mark a milestone for the engine's core.

After lots of hours of work, the new version is finally in a releasable state. There might still be some bugs from the countless performance improvements and optimizations, which I might not have accounted for, so please send in reports whenever your game crashes, or you see something odd.


However, it's very complex and complicated to implement. Here are some of the problems I had to solve:

  • Every player effectively now loads 27 (3x3x3) sectors.
    • This means a lot more memory used per player on the server (not a client problem).
    • a lot more sectors and objects have to be able to load in at the same time.
    • a lot more data has to be transferred to clients, since the simultaneous "available"  objects by player is much bigger. Most of the data is only one time data (e.g. not moving objects don't need updates, and the number of moving objects won't increase from this).
    • every object loaded has be updated, which will beat on the performance.
    • Clean up functions: the clean up has to be done a lot more often since more sectors get inactive at once.
  • Object positions have to be calculated relatively
    • As floating point (even double precision ) values are by far not big enough for the StarMade Universe, the sectors are used to represent a relative system. This means every sector is handled around the absolute zero, which allows for the virtual infinity of the universe. The function that has to be the most robust for the new system is to calculate the positions of objects in the surrounding sectors on the clients. For the server the relative positions don't play any role, since each sector has their own context.
    • relative positions also influence sector requests by the client.
  • Physics dilemma: To keep StarMade as modular and extensible, the sector system described above is used. Every sector is using it's own physics context to handle scalability and number limits (float/double problem).
    • There has to be a function for secure transitions of objects from one in the next physics context. This is one of the most complex procedures (although it sounds easy at first): Bigger Objects can intersect the sector border: what sector does it belong to? The sector that has the bigger part of it of course. But now what happens if another object in the sector which the big object doesn't belong to collides with it? ... I basically have implement some kind of "bubble" which is formed around near objects to make sure they are in the same physics context.

Other bugfixes

Here are also some bugfixes, that are included in the new version:

- fixed recycler exploit
- fixed shop sell exploit (sell negative)
- fixed credits overflow
- fixed gravity block bug
- fixed negative ship cost bug, when a saved ship gets too expensive
- fixed overflow in shield and power
- fixed that own explosion blocks are saved by shields
- fixed bug that caused for docking not to be terminated when deleting thecorrespondent docking block
- fixed 2 cores for 1 bug
- implemented more scalabe method to do inventory modifications

Thanks for playing StarMade,

- schema

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StarMade Alpha Launcher v8 (Linux / Mac)

StarMade Alpha Launcher v8 (Linux / Mac)

Mar 2, 2013 Full Version 0 comments

This is the Multiplatform StarMade Alpha Launcher. Works on Windows, Linux, and Mac OS

StarMade Alpha Launcher v8 (Windows only)

StarMade Alpha Launcher v8 (Windows only)

Mar 2, 2013 Full Version 0 comments

This is the StarMade Alpha Launcher. It will download and automatically keep the game up to date. For more information, go to www.star-made.org

StarMade Alpha Launcher v7 (Linux / Mac)

StarMade Alpha Launcher v7 (Linux / Mac)

Jul 1, 2012 Full Version 0 comments

This is the Multiplatform StarMade Alpha Launcher. Works on Windows, Linux, and Mac OS

StarMade Alpha Launcher v7 (Windows only)

StarMade Alpha Launcher v7 (Windows only)

Jul 1, 2012 Full Version 5 comments

This is the StarMade Alpha Launcher. It will download and automatically keep the game up to date. For more information, go to www.star-made.org

Post comment Comments  (110 - 120 of 142)
drmattsuu
drmattsuu Jun 13 2012, 9:18am says:

Very Nice, a lot of potential in this one. As a newbie Programmer I am impressed at what you have down here (even if it is in Java... my least favorite language xD). Very good luck to you in your development and I do hope this comes to be a success :)

Defiantly Tracking this one

+2 votes     reply to comment
schema
schema Jun 13 2012, 5:54pm replied:

Thanks!
Well, java has it's advantages for sure, but I can see, how people would dislike it, but imho often times for somewhat wrong reasons.

+2 votes     reply to comment
drmattsuu
drmattsuu Jun 13 2012, 7:22pm replied:

I don't really like how java works at run-time is all. The whole garbage collection thing is useful but feels resource intensive methinks.

+2 votes     reply to comment
Gorb
Gorb Jul 16 2012, 5:13am replied:

A bit late, but you can optimise garbage collection at various points in a program by calling/running the collector from within your code. It's less of a resource-hog than people realise.

Makes me want to develop some kind of a game in it, really. I've been working with Swing (GUI library) a lot this year, and I hate it to death :P

+1 vote     reply to comment
ltbennett
ltbennett Jul 16 2012, 7:26am replied:

Ah, GUI programming is always one of the worst parts for me, falling right next to physics engine integration.
I've never tried Swing, but it can't be as bad as trying to integrate LibRocket (a very cool little GUI api I found that lets you code it all in HTML/CSS/PHP/C++) into an engine based around Horde3D ( a very unloved and under supported C++ OpenGL Graphics Platform ). It took two of us (one of us being a 20 year C++ games programming vet) a month to get it working... and even then there's hitches and bugs every now and again

+1 vote     reply to comment
Ikiosta
Ikiosta Jun 1 2012, 12:48pm says:

Looks to have potential, and since it's free, I'm now tracking. ;)

+3 votes     reply to comment
neronix17
neronix17 Jun 1 2012, 10:28pm replied: Online

No it really doesn't show that 8 'professionals' are working on it, I never at any point thought it was Blockade Runner was made by more than a single person in their spare time. Not saying it isn't good but certainly not amazing.

+2 votes     reply to comment
dirkson
dirkson Jun 12 2012, 1:31pm replied:

I /am/ your competition, (One of them; Not BR) and I think your game looks great!

Keep up the good work!

Cheers,
-Dirk

+2 votes     reply to comment
schema
schema Jun 12 2012, 1:55pm replied:

Thx, man!

I'm also really impressed by your game. Keep up the good work! :)

(Ah, damn sorry, I ment to click +1 and hit -1 instead :( )

+2 votes     reply to comment
dirkson
dirkson Jun 13 2012, 6:45pm replied:

Not a problem : ) I don't get why IndieDB doesn't let you fix that.

If there's ever anything you need, let me know, eh?

Cheers,
-Dirk

+2 votes     reply to comment
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Star Made
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schema
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