An upcoming indie Space Combat Flight Simulator built around a custom 3D Engine.

Travel among the stars, explore planets and starports, trade and combat in a procedurally generated 1:1 universe with seamless planetary and interstellar flight.

Features:
-Realistic Physics: Gravity, Collisions, Atmospheric Drag, Flying Dynamics
-Planetary Orbits of the Solar System bodies calculated according to real Orbital Data
-Database with more than 100,000 stars to explore
-Planets and Stars in Real Size and Real Distance
-Planet Maps are calculated starting from real data (where available) and take advantage of procedural algorithms to create close up details.

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2017 June Updates

News 8 comments

Hello Everyone!

It's been one year since the last update. I know, I'm tremendously late with the roadmap but the project is still going on, nothing can stop me to realize this dream!

Here are some of the most important features introduced in the last months:

1-Windows Porting: The most important news is that the Windows porting is finally done! Since the code was already designed to be cross platform, this porting required just a couple of weeks!
All hardware-specific routines are in-fact part of a generic device class that is specific for each platform. This level of abstraction, combined with the fact that the game is completely written in C++ and OpenGL, allows the porting on new systems by simply rewriting just machine-specific code, such as system initialization, file system, audio, timer, input devices etc.
For the porting I used the good and realiable SDL library. I'm also very happy with the performance on Windows. Using a PC with AMD 7890k I got better performance than a 2015 Macbook Pro with i5.

Departing from Mars

2-OpenGL Upgrade: Another important news is that I made the transition to OpenGL ES 3.0 for iOS and OpenGL 3.3/2 for Windows/MacOS, which allowed me to optimize various things, and to use features like Instanced Rendering and Cascaded Shadows with hardware PCF.

Planetary Fog

3-Memory Manager: A very big issue was the several dynamic memory allocations that caused slowdowns and memory fragmentation. The introduction of a Memory Pool greatly improved the fluidity and raised the number of FPS especially during the exploration of the planets.

Terrain Rendering Improved

4-Instanced Rendering: This rendering mode allows to simultaneously display thousands of elements without any slow down. Introducing this functionality has allowed me to visualize the missile trails and, in future releases, to visualize asteroids/meteorites and planetary elements like grass/trees/rocks.

6-Missiles: Introduced new weapons that can follow the target.

Missiles and Trails

5-Cascaded Shadows: Shadow management is one of the most complicated things in a graphics engine. Implementing a basic shadows rendering is not that difficult, the complicated thing is doing it well... especially when the engine has to manage such altitudes and distances. I have implemented 4 different types of shadows based on dynamic distance factors. This allowed a more realistic rendering.

Terrain Rendering Performance Improved

7-Warp Drive: This navigation mode allows to reach distant locations in very short time. But don't worry: the journey is always seamless.

Exploring Saturn Moons

8-New Cockpits and Spaceship Models: As you know, I do not have time and funds to work on custom assets for now, so I'm using Royalty Free resources from some very talented authors.
However, I'm doing several modifications on these resources in order to make them consistent and compatible with the graphics engine. The simulator now can also handle spaceships with rotating engines and ailerons.

New Stations

Now I'm working on new Space Stations and enable dialogs between AI Players. Next steps will be the new Runways and Finally the Missions and the Storyline.
A talented guy is helping me with the realization of 2D Avatars. And last but not least, I have officially a musician!! soundcloud.com/bzur ;)

That's all for now. Thank you all for the nice comments and support!

P.S. I had some issues with the name registration in Europe, that caused me to lose a lot of precious time so I decided to change the name of this project, using for the moment the temporary name "Spacesimulator.net Voyager Project".
For this reason, to stay updated with the upcoming name changes, I recommend everyone to click "follow" here on indiedb or subscribe to the mailing list on the site: spacesimulator.net/voyagerproject.

2017-10-01 IMPORTANT UPDATE: The project has finally a name: Univoyager! Here the new official website: univoyager.com

Damiano

2016 June Updates

2016 June Updates

News 3 comments

In this long period of silent work I've completed a lot of points, things are becoming fun ;) and the universe is slowly coming to life. I've made a lot...

Seamless travel from Earth to Mars

Seamless travel from Earth to Mars

News 6 comments

Finally I’ve released a new video that shows all the features I have worked on during the last 10 months. I improved the graphics and the procedural...

Some Updates

Some Updates

News 2 comments

Hello everyone! I know in this last month I have not been so diligent with updates as before. The main reason is that I am working full time as a freelancer...

Physics, Real Scale and Space Travels

Physics, Real Scale and Space Travels

News 6 comments

I’m pleased to announce that in the next days I am going to publish the new video series concerning Seamless Space Travels :) I have just published...

Comments  (0 - 10 of 47)
Guest
Guest

Looking to see actual release. The idea is sound, the released footage is wonderful. I am looking for small devs to highlight in twitch and you seem to be on the right track. My only question is....when can we conceivably expect a playable and therefore highlightable version?

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Damlock Creator
Damlock

Hi, thank you! :) At the moment I can't estimate when an alpha version will be ready, I tried in the past without success, too many 3d engine issues to solve and also family and work tasks. What I can say now is that the 3d engine is working and looking good and I am currently in a phase in which I can dedicate a lot of time and energy to the project, I am also preparing a new video to show all the followers that, despite all the difficulties, I did tons of improvements during the last two years ;)

Reply Good karma+1 vote
NSeven_Kitty
NSeven_Kitty

Made an account just to comment. Your game looks great, can't wait to see it released!

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Damlock Creator
Damlock

Thank you!!!

Reply Good karma+1 vote
Guest
Guest

sounds good
no man's sky 2

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Damlock Creator
Damlock

Thanks!!!

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centaurianmudpig
centaurianmudpig

Looking great. Keep up the good work.

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Damlock Creator
Damlock

Thank you!!!

Reply Good karma+1 vote
Guest
Guest

It reminds me of Freelancer. This looks way cooler, actually being able to land on a planet. Trading and space battles, I'm in!

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Damlock Creator
Damlock

Great! Thanks!

Reply Good karma+1 vote
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Univoyager
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