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.
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.
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.
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.
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.
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.
7-Warp Drive: This navigation mode allows to reach distant locations in very short time. But don't worry: the journey is always seamless.
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.
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
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...
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...
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...
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...
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Made an account just to comment. Your game looks great, can't wait to see it released!
sounds good
no man's sky 2
Looking great. Keep up the good work.
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So far everything looks fantastic. For a while I've been wishing a Mass Effect Business Tycoon hybrid existed. In my dreams you were basically Hon Solo trying to make a living but sort of Shepard being a hero. This game seems to be the closest yet. I can't wait to see how things end up!
Thank you! :)
Looking great damlock! This place needs more space sims! :)
Thank you! Absolutely agree! More Space Sims! :D
I really look forward to release, but i have a few questions.will there be warp drives to traverse the 1:1 universe, or time dilation? if its time dilatation how will that work in mp?
Good question. Both the options will be used but, to avoid large time unalignments between players, Time Dilation will be limited to 100x. Time dilation is also limited because it's not possible to load more the physics engine that is busy for orbital and gravity calculations. Therefore the leading factor for interplanetary and interstellar travel will be again warp drive. But in NV warp traveling will be seamless, without jump gates. Traveling at 100kC remembers the starfield screensaver. :)
i Believe you should watch some of the Limit Theory dev videos to get some ideas on warp and entity driven economy. Youtube.com