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Excalibur breaks the mould of traditional space simulation games by putting the player firmly in the boots of an experienced Starfleet captain. From the outset you will be able to control your character and command your ship as if you were standing on the bridge yourself. From taking direct control of the helm, to transferring command of any ship in your task force, or even calling your senior staff to the briefing room to discuss mission tactics; Excalibur is the most immersive Star Trek experience ever. Set six months after the events in Star Trek: Nemesis, Excalibur's story mode deals with the turbulent political scene caused by a decade of war and turmoil. From the second Borg incursion in First Contact, to the fall of the Dominion and the collapse of the Romulan political system; these events resulted in huge loss of life and changed the Alpha Quadrant forever.

Report RSS Towards a Game Object Model for Computer Games

Computer games continue to grow in size, detail and complexity. This trend holds true in ST Excalibur where our core goal is to create the best looking, most immersive and most readily modifiable space simulator to date. Clearly, space is vast and it is difficult for a computer to keep track of all the objects in the game universe at any given time. This brief article is intended to introduce our Game Object Model and present a number of scenarios which demonstrate it in action!

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Our article this week is something a bit different! John Hardy, ST Excalibur's technical lead has written up a nicely formatted article which describes how the game will keep track of all the thousands of objects in an immersive universe without comprising on modability! See the abstract below for more details!


Abstract

Computer games continue to grow in size, detail and complexity. This trend holds true in ST Excalibur where our core goal is to create the best looking, most immersive and most readily modifiable space simulator to date. Clearly, space is vast and it is difficult for a computer to keep track of all the objects in the game universe at any given time. Without careful design, this computational complexity can result in developer frustration when it comes to modding. This brief article is intended to introduce our Game Object Model concept and present a number of scenarios which demonstrate its efficacy.

DOWNLOAD HERE: Stexcalibur.com

Comments
Aurel_Tristen
Aurel_Tristen

For the record, as much as I am entertained by videos showing off the cool things you guys have done as of late, this article gives me a deeper understanding of the 'less visible' stuff that is being worked on. I think we're fast approaching a time when free, open-source games match the complexity of triple A titles. But the key is that 'indi' games are free to try new ideas that monstrous publishers would never approve of. (Instead they'll let games like this figure them out, and then copy the crap out of them)

Keep up the great work. I'm looking forward to playing with this engine!

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hellodean
hellodean

interesting read

Reply Good karma Bad karma+2 votes
Mobius_gen
Mobius_gen

You guys are my heroes, really.

Thank you so much.

Reply Good karma Bad karma+1 vote
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