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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I softened the edges of the shadows a little, and worked on some of the corner case behaviors. Some objects are still in shadow a little more than they ought to be, but for the most part the system is working excellently!
Before it becomes default, I do need to solve some performance implications, as well as some block placement/removal bugs.
Cheers,
-Dirk
How well does this work with multiple light sources?
Perfectly well! It also works perfectly well with multiple, different-colored lights. It's just that the single light source is a lot easier to understand in screenshot form, where you can't move around and notice all the light sources.
Cheers!
Wow, sounds brilliant! Thanks for the quick reply :)
I can attest to this - I tried it out the other day inside the bridge of a large ship lit by multiple red lights. The soft red glow contrasting with the black of shadows inside and space outside was incredibly atmospheric.
My goodness, I have seen you do many amazing things, but this one took me completely by surprise again! If there is any game with the right to be called a voxel game, it's Scrumbleship. The amount of detail is simply mindblowing.
What do you expect the performance hit of the shadows to be once you are done? Will there be a way to downgrade shadows for slower computers?
The big performance hit comes when you're doing the caching for a particular ship, so it means ships load slower, and the cache processes slower. However, now that I've separated out the cache onto another core, that matters a lot less. Of course, the simplest way to downgrade this is just to turn it off, which of course I'll allow.
Cheers!
P.S. A year late to answering your question? Sorry!