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Massive space battles where two opposing teams try to bring down their carrier ships. Built in a custom c++ engine to achieve battles on a scale not found in other games.

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DevBlog 26 - Releasing The Game

DevBlog 26 - Releasing The Game

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I've completed my c++ Space Arcade project and released it to the wild!

DevBlog 25 - Mod Tool Showcase: Star Wars Largest Battle Mod

DevBlog 25 - Mod Tool Showcase: Star Wars Largest Battle Mod

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Making a mod to test the usability of the mod tools.

DevBlog 24 - Level and Campaign Mod Editor

DevBlog 24 - Level and Campaign Mod Editor

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In order to promote mod creation, I have made the level editor completely usable by end users! Here's how I did it.

DevBlog 23 - Space Jump VFX, Slow Motion, and Asteroids!

DevBlog 23 - Space Jump VFX, Slow Motion, and Asteroids!

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I have created an effect that stretches the stars to give a sense of jumping a large distance in space. I've also added asteroids to avoid, and a slow...

DevBlog 22 - Tighten Up The Graphics -  Graphics Refactor

DevBlog 22 - Tighten Up The Graphics - Graphics Refactor

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I refactored my rendering system to add features like normal maps, bloom, and more. Check out the new look :)

DevBlog 21 - Making an Audio System

DevBlog 21 - Making an Audio System

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Creating a gameplay interface to limited audio resources. With such large battles, there are more entities attempting to use audio than can be supported...

DevBlog 20 - Dynamic AI, Objective AI, and  Stencil Highlights

DevBlog 20 - Dynamic AI, Objective AI, and Stencil Highlights

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Making the game fun with AI and a useful HUD. AI now naturally attack objectives and attempt to take down your carrier ship. AI also behave differently...

DevBlog 19 - Making a Main Menu Out of Moving Lasers

DevBlog 19 - Making a Main Menu Out of Moving Lasers

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A from-scratch C++ dynamic 3D animating UI system using spatial hash grid and lasers!

DevBlog 18 - Using profiler tools to make the game fast; Instancing && Batch Rendering

DevBlog 18 - Using profiler tools to make the game fast; Instancing && Batch Rendering

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Using profiling tools to optimize and explore making the game run fast! Renderdoc and Visual Studio Profiler.

DevBlog 17 - Making Things To Do

DevBlog 17 - Making Things To Do

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Adding objectives to my game! Each with their own gameplay.

DevBlog 16 - Creating Console, Cheat System, and Gameplay Objectives

DevBlog 16 - Creating Console, Cheat System, and Gameplay Objectives

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Adding gameplay objectives to the ships. Creating a in game console with imgui. And made a cheat system to easily add cheats via console commands.

DevBlog 15 - Binary Search Camera Collision System

DevBlog 15 - Binary Search Camera Collision System

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Using binary search to determine camera distance with collision shapes.

DevBlog 14 - AI Avoidance Sphere Algorithm

DevBlog 14 - AI Avoidance Sphere Algorithm

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An algorithm created to make AI not fly into things (it's not boids).

DevBlog 13 - Large Scale Collision

DevBlog 13 - Large Scale Collision

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Handling large scale collision for my carrier ships.

DevBlog 12 - No Cube Maps! 3D Planets and Stars Rendering

DevBlog 12 - No Cube Maps! 3D Planets and Stars Rendering

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Creating planets and a 3D star field without a skybox!

DevBlog 11 - CCC Control, Camera, And Character

DevBlog 11 - CCC Control, Camera, And Character

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I created a camera system in c++ from scratch to control fighter ships.

DevBlog 10 - Making A DogFight Behavior Tree

DevBlog 10 - Making A DogFight Behavior Tree

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Using my c++ behavior tree system I created a dogfighting behavior tree!

DevBlog 9 - AI Behavior Trees

DevBlog 9 - AI Behavior Trees

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I created a behavior tree system that is defined completely within c++. AI entities have a brain which spins up a behavior tree.

DevBlog 8 - Fast Particles Everywhere

DevBlog 8 - Fast Particles Everywhere

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How I rendered thousands of particles at very little performance cost.

DevBlog 7 - Stressing Out Projectiles

DevBlog 7 - Stressing Out Projectiles

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I've set up firing an a lot of projectiles to push performance to its limits. To assist with this I created various debug tools, such as a projectile...

DevBlog 6 - Manipulating Time With Code

DevBlog 6 - Manipulating Time With Code

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Implementing time dilation and collision shapes. Time dilation can be used in gameplay, but also to debug problems.

DevBlog 5 - How I made my game modifiable!

DevBlog 5 - How I made my game modifiable!

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How I made my game modifiable! I added a model editor that can be configured without compiling the game.

DevBlog 4 - Stretching Projectiles Between Frames

DevBlog 4 - Stretching Projectiles Between Frames

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Frame hitches can cause bugs where projectiles pass through walls, how I solved that in my custom from scratch engine.

DevBlog 3 - Mod Editor UI and Level systems (C++ Space Arcade Game Update 3)

DevBlog 3 - Mod Editor UI and Level systems (C++ Space Arcade Game Update 3)

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Creating a mod editor and level system to help build the game via mod tools.

DevBlog 2 - Ray Casting Through a Spatial Hash Grid

DevBlog 2 - Ray Casting Through a Spatial Hash Grid

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The custom collision system (SAT) uses spatial hashing to only do collision tests for objects nearby. This creates a problem for lasers that travel through...

DevBlog 1 - Spatial Hashing and Separating Axis Theorem

DevBlog 1 - Spatial Hashing and Separating Axis Theorem

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Space Battle Arcade uses a custom collision implementation designed for large scale battles. It leverages Spatial Hashing and Separating Axis Theorem.