The I-Novae Engine is currently under development by I-Novae Studios.

We've been developing a game engine that can create massive playable areas, real world scale planets, starsystems and galaxies. Providing developers with the tools to create rich and diverse universes.

The Engine and tools are being built alongside the development of "Infinity: Battlescape," our first title to fully utilize the I-Novae Engine.

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Update129_Header

Hey everybody. We are happy to announce that we’ll launch our second limited beta-weekend at 19:00 UTC on the 7th of December.

See here for the opening schedule: Bit.ly

As per usual, you’ll need to have an I-Novae account properly linked to your pledge. If this is the first time you are participating, the full details are available in this thread: Infinity Battlescape Beta weekend 7-10 December 2018

screenshot15

In other development news, the first half of the week was spent on major networking improvements. Our networking was pretty solid on low latency, stable connections but quickly degraded and became unplayable when you increased packets loss and latency.

By using a small free tool called “Clumsy” I was able to simulate bad network conditions and investigate the flow and timings of packets being sent / received. It turns out our implementation of reliable UDP had multiple parameters that were fine-tuned for relatively stable, typical EU <-> US latency. I reviewed all this code to ensure the parameters were better set for worse connections.

The game is now bearable for latency up to 300 ms and a packet loss of up to 15%. It will still work with even worse conditions ( I’ve even tested up to 500 ms and a 25% packets drop rate ) but as expected, gameplay suffers and shots accuracy quickly drops, although I was positively surprised to see that our server lag compensation did its job pretty well even at such high latency.

Another change I’ve made is to introduce an adaptive input queue on the server side, which should reduce error corrections ( resulting in a seemingly random loss of control for a second ) in bad network conditions. All these changes should lead to a substantially better experience if you’re playing in unstable network conditions. Input lag was even reduced for those with good connections, so it’s a win-win scenario!

07_INovae

The second half of the week, I continued some HUD improvements following last week’s community session feedback. I performed another pass on the ships physics parameters. Relative masses for the corvette and capital ships was incorrect ( the destroyer had x3 the mass of the corvette, despite being an order of magnitude bigger ) which partially explains some funny behavior in ramming scenarios. The capital ship’s docking spawn direction was flipped ( capital ships now spawn “out” of the station, not “in” ).

screenshot13New Cockpit Materials


screenshot16
New Cockpit Materials, seen from inside a Hangar Bay


The third-person camera was tweaked to feel smoother and better take into account the ship’s mass / inertia. The zoom-out maximum range has been reduced. Maximum angular velocity upon a collision is now artificially dampened to avoid seeing a capital ship spin for dozens of minutes. A major bug related to the collision damage screen-space effect location was fixed, along with many other smaller fixes.

I’ve also started working on the new capital ships control scheme; more on that next week after the initial implementation is done.

On the art side, Dan is working on low-poly collision meshes for all ships ( that’s a lot of work ) which will finally allow more accurate collisions / flying close to the hull of capital ships… and eventually inside the hangar of the carrier. Jan and Kristian have been working for a couple weeks on something we’ve largely ignored until now: weapon meshes. I’m looking forward to seeing capital ships with bad-ass weaponry instead of the puny little placeholders we’re currently using.

That's all for this week! More to follow :D

Read the Update and Beta Weekend Details via our Forums Here

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Update #128: The Big HUD Discussion

Update #128: The Big HUD Discussion

Infinity: Battlescape

The Big HUD Discussion seeks to engage with and involve our community in the design of our in-game; Heads Up Displays, radar systems, on screen info and...

Update #127 : Steadily moving forward

Update #127 : Steadily moving forward

Infinity: Battlescape 4 comments

How our Beta Weekend went, and our immediate plans for the future.

September - October : Update Summary

September - October : Update Summary

Infinity: Battlescape

The push towards beta has been underway. We held our first Beta weekend for our Backers, have decided to adjust our update schedule, and have more content...

July-August Update Summary

July-August Update Summary

Infinity: Battlescape

We had a bit of a slow summer overall, but continued to post regular development updates. Here's a summary of our posts for July and August. See our forums...

Add game Games
Infinity: Battlescape

Infinity: Battlescape

Combat Sim

Infinity: Battlescape is a multiplayer space sim spanning a single true to scale star system filled with dozens of planets and moons. Hundreds of players...

Infinity: The Quest for Earth

Infinity: The Quest for Earth

Realistic Sim

Nextgen Space MMO Game - Procedural Galaxy with Billions of Stars - Seamless Planet Landing - Twitch Based, Skill Centered Gameplay - Own Ships, Buildings...

Comments  (0 - 10 of 22)
Dwarden
Dwarden

best luck to I-novae engine, future is bright ;)

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Rambln
Rambln

Five years and someone will integrate a FPS engine with this and I will cry tears of joy while forking over my money.

Player controlled battleships fighting in orbit while launching player controlled fighters, drop ships and soldiers onto planets.

A hybrid Starcraft game. WH40k space marines, Battlestar Galactica, a Farscape game...

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Darth.Hunter
Darth.Hunter

I had exactly this vision several years ago, but with i-novae, this seems to become possible. What's a drawback for FPS elements though is the fact that the environments are all procedural. While you can give planets a different overall appeal like that, you aren't able to create any particular points of interest that you actually design. Imho that's a major drawback.

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Hell_Diguner
Hell_Diguner

Ah, but what about procedural cities, creating massive sandbox-esque battlefields on the aproximate scale of the game MAG, but with a refinement of combat more like the Battlefield games?

Yeah, I'm a dreamer, but...

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AKNightHawk
AKNightHawk

This engine could make a hell of a mech warrior combined arms mmo game.. Planetary drops, orbital battles, Huge battalions of mechs on the ground.. Players taking over intire worlds.. That would be awesome...

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CMDKeen
CMDKeen

A plan for Assault Knights 2?

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timstro59
timstro59

what happened to thrive?

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Sputak
Sputak

Infinity + Thrive would be very addicted xD

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SecretImbecile
SecretImbecile

Awesome engine, just wondering what would be the capabilities of multi-player, that would be awesome

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Pendrokar
Pendrokar

Infinity will be an MMO. How much does that say? :)

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