Since GLFW uses a whole different way to interface with input (keyboard, mouse, joysticks), I took the opportunity to rewrite StarMade’s input system to make it a lot more versatile, more responsive, and a lot less bug prone. Also, Vulcan is fully available to us now.įurthermore, there is a full library for Steamworks, which will make the planned implementation of steam functions (join game, etc) a lot faster and easier. One major part of upgrading was also implementing some functionality (like text render management) that the previous version of lwjgl provided, since the new version is a lot less bloated, but instead a lot more modular and slick.Īnother major advantage of lwjgl is that it comes with a lot of add-on libraries that can potentially optimize starmade or create new features like a faster compression lib. Most of the upgrade work was already done in the background over the last year, so this major undertaking didn’t take as much time. GLFW is written in C and has native support for Windows, macOS and many Unix-like systems using the X Window System, such as Linux and FreeBSD. It provides a simple API for creating windows, contexts and surfaces, receiving input and events. Not only does lwjgl provide a closer interface to the hardware, it also comes with GLFW:Ī universal interface, which is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan development on the desktop. Major libraries like hlsql (for databases) have been upgraded with new versions and the code had been refactored to support them. Another nice thing about it is that the runtime provided can be customized, meaning that we can deploy the game with a much smaller customized package that only contains the modules needed to run the game (and of course you would never have to install java to play the game). Furthermore, it is future proof, especially since a lot of newer versions of 3rd party libraries the game uses rely on a newer version of java. There are several reasons for this: Java 11 is is not only more optimized on its own, it also provides new functions for cleaner code, game optimizations, as well as better compatibility. In the following, I will talk about what has already been done, and what the next steps are. Phase #3: Universe redesign and content creation.Phase #2: Engine upgrades and System optimization.Phase #1: Library upgrades, basic system refactoring and basic system enhancements.Each phase primarily consists of similar types of updates. The update is going to be comprised of three Phases. The universe update requires a lot of groundwork, and while there have been already some things prepared and done over the last year, there is still a lot left as well as fitting the pieces together.įirst of all, let me give you a rough outline of the timeline of the Universe update. At least all of my smaller ships work fine.This will be the first of hopefully many Roadmap updates for the Universe Update. Maybe the next update will clear up the issue. Is anyone else having turret use and power issues? I'm not sure I want to try designing a brand new capital ship if I can't finish the first one off properly. Then I exit and restart it again and the same problem appears. Just once I opened the game to see the ship behaving with the proper power levels showing. At the same time, the ship registers a power draw as if all turrets are constantly recharging their guns from firing. Which two that work changes sometimes when I exit and re-start the game. Starting small and working my way to the heavy cruiser has taught me alot about the new systems and I was quite happy with my progress until I began re-turreting the big guy (who rates ~880k e/sec with a level 25 reactor) Now my heavy cruiser acts like it has an electrical fault somewhere. I've been using the Taiidan ships from for practice with the new weapon and power systems.
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