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Space is Big, are You Big Enough?
The spaceflight experience you've always wanted is on the way. You will get to pilot a spacecraft at speeds ranging from superluminal to a few meters per second in an open ended, always alive world. Trade, fight, and scratch out a living until you have the assets to build your own corporate empire.
Fly safe.
Features
The best part is that it will all be open source and free.
3 comments by masternerdguy on Mar 24th, 2012
Intro
I put normal work on hold to address some long time standing issues with my game's structure. This means no new features were developed, but it makes adding new features far easier in the future.
Architecture Revisiting
My original plans for this game were kind of sketchy, so I didn't plan my render-logic architecture out well. This was because of some inherent limits in both JME3 and double precision floating point numbers. So I sat down and thought of what I wanted and came up with this.

However, I also drew a diagram of what my render-logic currently looks like. It looked something like this mess.

And that is an unacceptable situation. My only choice was a total rewrite of both how my universe stores coordinates and how the rendering pipe works.
Scientific Computing
I have been trying to make this application work well with just doubles for storing coordinates, and it has caused me lots of headache. I have implemented all these cool tricks to try and make it work, but I got fed up.
Instead of continuing down this track I decided to find some arbitrary precision floating point numbers I could use to represent coordinates. This would eliminate precision issues that have been giving me headaches while writing what should be simple AI code.
After much research I decided on JScience ( Jscience.org ) for my scientific computing package because it has support for not only arbitrary precision numbers and math operations but standard/relativistic physics simulations.
I wrote a new class to represent coordinates Coordinate3D. This structure allows the transparent use of the JScience library. I was able to replace the old coordinate system based on doubles with this new structure.
It's a bit slower than doubles because it has to emulate a floating point, but think of how neat it will be to play a game that needs a scientific computing package to work properly!
Patrol Instancing
Although traders are a backbone of the dynamic economy and therefore should not be instanced my play testing has determined that patrols need to be. Simply put, space is too damn big! You're unlikely to encounter a patrol ship in a timely manner.

So, I have taken patrols and made them spawn within 10x your sensor range and despawn out of that range. This means the universe feels more populated. It is still quite dynamic since all the traders are not instanced but always alive residents of the universe.
Conclusions
Not a very exciting story, but it still works well in the long run. These architectural changes will make it much easier to build the rest of the game. I still predict a beta release before 2013.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Neat looking project. I don't think you ever posted about it on the official jMonkeyEngine forums. We'd love to hear more about it!
Tracking immediately. Looks damn nice.
Btw, I found the combat demo video very entertaining, more of these please ;)
Wow, looks hugely promising! Tracking.
Y U NO HAVE CODE I CAN POKE AROUND IN!?
And nice work :)
I was wondering about this the other day, and since you are trying to be a bit more realistic (like limited docking stations).
When you "turn" your ship, you need to use thrusters because there is no air to "push" you in a different direction by just changing the wings angle or other.
Planning on doing something special about this? Such as adding a cool down on the "rotation" thrusters, limited fuel. Ion thrusters would maybe work too slow for harsh turns (as ion thrusters need to build up lots of energy over time, but have little acceleration power compared to gas.
Anyways, sorry..., will we see you do something with this space property? (lack of friction)
I have a cool "feature" request,
Factions, it may be hard to make them generate with there own Behaviors, Stations, and Army's, all by each other(as in not having Stations and army's on the opposite side of the generated Galaxy) Allow the player to have there own faction and hire "AI" ships. Then add diplomacy for your nation and other nations.
But anyway looking forward for this Game :)
Faction seeding hasn't been done yet, but a home system will be selected and whether or not they have a presence in a nearby system will be a probabilistic function. The further the distance from the home, the lower the probability of finding a presence by that faction.
A neat effect is this chance will never actually be zero, but just so unlikely it probably won't happen.
Not every faction has to be "unique", you could have it so the faction is generated with a "personality", and then given predefined shipsets and such, and then given their place in the galaxy...
Definitally tracking.
Greate idea, but needd multiplayer mod 2 play with or vs friends
i'll see what I can do, but remember one thing.
Open source is a wonderful thing....