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ScrumbleShip is the most accurate space combat simulation devised to date. Gather resources, construct a capital ship out of individual blocks, then pilot it with AI or human help against other players.

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Raycasting
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dirkson
dirkson Nov 6 2012, 3:36am says:

White lines originating from a point? What silliness is this?

Well, this is a voxel-level, generic raycaster that sees every voxel between it and its destination. We've had raycasters in the engine before, but this one is the first one that can't miss objects.

This code can be used to improve collision detection, rendering, block placement, and more. For example, raycasting a close scene (Such as inside a ship) should be faster and return better results than our old rendering method. Equally importantly, having a generic method for doing this allows me to stop wasting time re-implementing very similar situations.

Next I take it from voxel-only level to a mixed voxel/block/chunk raycast - Basically, make it skip over empty areas much faster. That code is already half done. After that, I can start slipping it into various subsections of the game.

Cheers,
-Dirk

+3 votes     reply to comment
Deathscreton
Deathscreton Nov 7 2012, 12:58am replied:

I always found Raycasting to be such a pain. But my boss is seemingly a pro at it. I don't understand how you guys do it, no matter how much I look at it. The only thing I can understand are the basics. @.@

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DudenClarity
DudenClarity Nov 6 2012, 6:02am says:

Fascinating =o

+1 vote     reply to comment
Insolent.
Insolent. Nov 7 2012, 9:39am says:

This will be very useful! Super cool.

+1 vote     reply to comment
itsdavyjones
itsdavyjones Nov 10 2012, 12:17am says:

So how much of a performance increase is this system looking at?

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Date
Nov 6th, 2012
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dirkson
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