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A few usual art updates... and Flavien spent a few hours playing with some minimalistic A.I. for missiles and auto-aiming turrets ( which will mostly be used on the corvette, capital ships and defense buildings ). It seems to work pretty well so far, despite having to solve a quadratic equation (!) to anticipate where to aim projectiles at, ahead of the movement of the target's. Who said programmers don't need to be mathematicians ?

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Hey Everybody, Flavien again for this week's update as Keith is still away for a few days. This week's been a bit slower than last week, but I'm wrapping up the networking tests. The last piece missing is bandwidth compression which was broken some time ago and which I need to re-implement. I've also spent a few hours playing with some minimalistic A.I. for missiles and auto-aiming turrets ( which will mostly be used on the corvette, capital ships and defense buildings ). It seems to work pretty well so far, despite having to solve a quadratic equation (!) to anticipate where to aim projectiles at, ahead of the movement of the target's. Who said programmers don't need to be mathematicians ?


Factory concept art with HUD

Jan finished to render the small ships promotional clips, but still need to edit the final videos. Meanwhile he's also helping Dan on the destroyer design. Hopefully we'll have something to show you in the next update.


Space station in game prototype

Kristian is working on more factory module assets. He completed the biggest / most complex ones so far, but there's still a handful of smaller / simpler modules that need to be done. You can see in the following pic some of these modules.


Factory modules


See you next week with another update!

-Flavien

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