News

  • Spaceworthy

    Hey Folks! Today was all about ships and ship systems, as I started prepping for adding docking to the game.

    Initially, that meant a lot of reading and thinking, as I refreshed my memory on how everything worked in code, then tried to come up with ways to represent the concept of a docked "other" ship. How would AI know it could pathfind on another ship? What about gas

  • Docking System

    Hey Folks! Hope everyone had a good weekend. Pretty mundane here, though I did get my hands dirty yesterday, lugging clay and gravel around to level some depressions along the house. It actually felt nice to be outside and exerting myself. I really need to get out more.

    Back at the office, I quickly took care of a few emails and such before diving into my next task: docking systems.

  • Course Plotter Demo, and New Music from Josh!

    Hey Folks! Got a special treat for your today. I decided to try and get a video recorded to show off both the course plotter I've been working on, as well as some of Josh's latest music!

    Hopefully there are some interesting bits in there for everyone to check out. And if you have any questions or feedback, feel free to let me know!

    Have a good weekend, all!

  • Course Plotting Redux

    Hey Folks! I spent most of the day working on the system/course plotter UI today, in my continued attempt to make it reliable and usable enough to get from point A to B.

    Initially, my work was more UI-related, as I fixed a few more shortcomings in the widgets. The "Engage" button didn't work the first time it was pressed, and the currently engaged course wasn't being

  • More Precision Issues, and PR

    Hey Folks! A bit of a slower day today, as a chunk of it was spent tackling public relations type tasks, and a bit of admin. I did get some coding done, however, aiming to address precision issues in the sim.

    Yesterday, I talked a bit about precision and time. As it turns out, single precision floating point variables can only store 7-significant digits of info. And when we're

  • A Matter of Time

    Hey Folks! Another mostly coding day today, slightly more productive than yesterday. Today's focus was mostly on time.

    Initially, it was just some minor changes to make the player's life easier. I added code to make sure the plotter couldn't reverse time into the past, and it just "bottoms-out" at the star system's current time if you rewind.

    I also

  • Nav Station Persistence, Rendering

    Hey Folks! Hope everyone had a good weekend. A lot of manual labor and handyman type stuff for us, as we tie-up some more loose ends around the house.

    Back at the office, it was off to a bit of a slow start as I went through several emails and other admin tasks. And I suspect at least one more round of this later in the week, as month-end approaches.

    In the time I did get some

  • Getting There...

    Hey Folks! We're finally starting to get somewhere with the navigation console. (Pun intended.)

    Today was still a lot of behind-the-scenes type work. Fixing bugs in the code, improving functions, exposing data in one class that I need to reference from another. All with the aim towards letting the player direct an AI to the nav console, open it, plot a course, engage, and then

  • Separating Nav Station from Star System

    Hey Folks! It's a code day today, and most of my day looked something like the screenshot above (taken from the Navigation Console UI).

    The main thrust of today's effort was getting the star system simulation to be a separate thing from the navigation console's simulation. There's a lot of overlap between what the navigation station and star system need to do. Things

  • Nav CPU Installed, and Admin Day

    Hey Folks! A bit of a split day, today. Roughly half spent on admin work, and the rest on the space prototype.

    The nav CPU was the focus of the dev work, as I continued yesterday's attempt to get it installed on a ship and able to be raised by crew. And the good news here is, that finally works!

    I had to add a bit more code plumbing to make it work with the UI and AI