News

  • Orbit Plotting Faster, K-Leg Boneyard

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. We went to the zoo one day, and painted ceilings another. Plus we gorged ourselves on pho, which I think did wonders for our recouperation. Not a bad weekend at all!

    Back at the office, I resumed working on local maneuvering via RCS. Early in the day, I actually stumbled across an optimization that made a pretty huge difference in the orbital

  • RCS Mode Improvements, Concept Art Progress

    dcfedor's picture

    Hey Folks! Aspredicted, family sickness has spread to me, and I'm running a bit ragged today. Still managed to get some work done, though, despite the head fog.

    Most of today was getting the finer points of RCS mode rendering working, as it's a bit like course-plotting, but just different enough to warrant different branches of code. First order of business was to get

  • RCS Controls, and Partial Family Sick Day

    dcfedor's picture

    Hey Folks! Another short dev day today, I'm afraid. Family still a bit sick, so I spent some time with the toddler to give mom a break. Mom's getting a bit better, thankfully. But I have a feeling my turn is coming...

    Anyway, I did manage to get a fair amount done on RCS thruster controls. Today's screenshot shows a few new UI widgets to help. Namely, the NAV MODE toggle

  • Build Jobs, RCS Thrusters

    dcfedor's picture

    Hey Folks! Early devlog today, as the family's a bit under the weather, and needs some TLC.

    I was able to grab a copy of Michael's latest work, which you can see in today's screenshot: the build queue. He's been working on a way to assign jobs anonymously on a ship, and the AI would pull jobs from that list when able.

    For now, he has a hammer icon in the

  • Planetary Retrofit

    dcfedor's picture

    Hey Folks! Making pretty good progress with the orbital plotting UI.

    After a bit of hemming and hawing, I decided to retrofit the old UI rather than remake it. I was starting to run into issues in the new version by trying to mix mesh sprites with canvas drawing, which was mainly to try and speed-up rendering.

    However, there are some tricks I can use to speed-up an all-canvas

  • Planetary Precision

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. It was beautiful out here, and we accordingly spent a good amount of time outdoors. Some brush clearing, some playing with the toddler, and a nice afternoon sit with some drinks. And it's having a pronounced effect on my mood, so I think there was definitely some seasonal affective disorder going on. Time to start walking more!

    Back at

  • Nav Rendering

    dcfedor's picture

    Hey Folks! Still looking into an alternate nav console rendering technique, and it's starting to come together. What's more, it also seems easier to manipulate. So far, anyway.

    Today's screenshot shows a few scenes from the new nav renderer, which uses sprites to render planet/moon blips, and vector lines to draw their orbits. The main reason for this investigation is

  • Lighting Tweak, Bug Fixes, and Work On New System Map

    dcfedor's picture

    Hi Folks! Made a few useful changes and fixes today, as well as started a look into an improved nav station.

    One of the first tasks on my list was to fix item placement when doing manual installation. There was a bug in the layout code that allowed me to place walls and floors anywhere I wanted when on a docked ship, even on top of existing walls and floors. It turns out this was a

  • Rendering Fixes, Performance, and More Playtesting

    dcfedor's picture

    Hey Folks! A fair amount of progress today, as I continued playtesting, and solving rendering/performance issues, many of which have been around a while.

    The day's first fix was the ambient light button in ship editing mode. Now that I have a better handle on camera culling masks, I was able to adjust the scene's objects to render even in shadowed areas, which solved the

  • Building Jobs, Zone Overlays, and Playtesting

    dcfedor's picture

    Hey Folks! A pretty productive day today. Including a playtesting session!

    First order of business was to get my rendering fix branch merged with Michael's build queue branch. The merge was pretty smooth, and I was able to fire it up without any issues.

    Once in the chargen station, I started using the F hotkey to designate walls for removal. Lo and behold, the AI took the