Report article RSS Feed Galaxial: Sound Effects and Projectiles Video

New Galaxial development log with a video showing some audio and projectile weapon stress testing.

Posted by StuartMorgan on Feb 24th, 2014

Stress Test Video

For the video I created a galaxy with 75 planets and placed 60 ships in each of them (4500 ships in total)

Each of the smaller ships have the most CPU intensive weapons (rapid fire auto-cannons) to fire at the indestructible capital ship all at once. This was to test that the game will handle the large number of objects and sound effects.

There are no simplified calculations in the game for battles that you are not currently viewing (apart from rendering optimizations). All AI, ships, collision detection, projectiles and missiles are always fully simulated.

I expect the ship count could be significantly higher for normal game-play as there wont be battles happening all at exactly the same time like in this video. In a typical game you will most likely have the majority of ships transporting cargo, mining or patrolling. Those kind of tasks don't require much processing power at all.

The frame-rate displayed in the video would normally have been much higher but the recording software was limiting it quite badly. Running the same test scenario without recording I averaged around 50 FPS.

System specs used:

AMD Phenom X4 9950 (2600 MHz, 4 core)
Nvidia Geforce GTX 260


Audio Library

I recently switched the audio library that Galaxial uses over to irrKlang as I was having problems with OpenAL drivers and sound crackling. Overall I'm really pleased with irrKlang's performance and ease of use.

In the video there are often over 300 sound effects playing at once! Each individual projectile from the auto-cannon weapons have their own firing and impact sound effect. Ships also have engine rumbling sounds which sound great when there's not much going on.

A lot of the sound effects I'm using at the moment are just placeholders, but I am planning to get professional effects made by a sound designer when the game is almost feature complete.

Cargo Transfer

The drag and drop user interface for manually transferring cargo between docked ships and colonies has been finished. Holding shift while dragging items will let you set the amount to transfer.

The Load/Unload buttons at the bottom will attempt move all items from one cargo hold to the other, so long as there is available space in the ship. Colonies will have unlimited storage space.

Bonus Screenshot

(New Jumpgate graphics)

Development Blog:

Post comment Comments
Underoath586 Feb 24 2014, 10:30pm says:

Awesome! Looking great, can't wait to play it!

+2 votes     reply to comment
Hell_Diguner Feb 25 2014, 3:08am says:

Does Galaxial perform most simulations on the CPU or GPU side? Can the game utilize multiple cores?

+2 votes     reply to comment
StuartMorgan Author
StuartMorgan Feb 25 2014, 5:23am replied:

The game performs simulations on the CPU and will use as many cores that are available to it.

+1 vote   reply to comment
simplysh Feb 25 2014, 3:44am says:

Looks great! I noticed you have some sort of 2d SSAO shader, but I think it's making everything look a bit plastic because of the pillow-shading effect it creates inside the shapes. Also, the outline might be a bit too intense too.

+2 votes     reply to comment
scratch Feb 25 2014, 2:01pm says:

Fantastic progress, what kept you so long? :)
And btw, i know you want to make the game's contents moddable, but will we also be able to change the interface?

+1 vote     reply to comment
StuartMorgan Author
StuartMorgan Feb 26 2014, 6:25am replied:

You can change the interface colors which is shown in this development log:

Changing the UI graphics files will be tricky, as a lot of positions, sizes and the way they operate are hard coded.

+1 vote   reply to comment
Germanunkol Feb 26 2014, 5:21am says:

I love the interface! Why would you want to change it? :D

Anyway, great looking effects. I'm really astonished by how well it performs.
I've been looking into making something similar - your tests have built my confidence that my project will work out :)

Only thing wrong with this game is the OS it's running on :(
I'd love to play a Linux version. You list "custom built" as your engine. Any reason (dependencies?) why you're not making it cross-platform?

+2 votes     reply to comment
StuartMorgan Author
StuartMorgan Feb 26 2014, 6:28am replied:

Time is the issue mainly, I have never done cross platform development before.

If the game is a success on Windows after it releases, then I would very much like to get it on Linux and Mac also.

+1 vote   reply to comment
Germanunkol Feb 26 2014, 7:24am replied:

I'm not an expert, but I've done a fair bit of development on Linux. So if you need any help, feel free to ask.
Until then, good luck with development! I'll track it.

+1 vote     reply to comment
scratch Feb 27 2014, 3:09pm replied:

Well honestly, i don't like this rounded layout of the interface that wraps around its content with thick borders like a casing of protecting rubber. And also a practical reason: It needs alot of space that goes to waste. It's not that it doesn't have its charme, it just appears very impractical to me in contrast to the style of the other game elements.

Maybe smaller circles at the edges and less accentuated borders would help?

+1 vote     reply to comment
.JAS Mar 2 2014, 6:51pm says:

I cannot contain my excitement for this game.

+2 votes     reply to comment
Novver Apr 3 2014, 3:18am says:

Is there a chance for Steam Greenlight or Early Access?

+2 votes     reply to comment
Joeliosis Oct 31 2014, 5:51pm says:

Im wondering if there will be formation commands? I think it would be awesome to surround the enemy with like, 5 delta formations of cruisers.

+1 vote     reply to comment
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