Being updated regularly, and not very complete. But here it is!
Have some fun out there
Server Improvements
Written by David
Wednesday, 21 January 2009 15:38
Some tweaking to the 2D math library in the engine has improved the speed at which we can handle collisions significantly. What this means is with 500 or more players all firing at max rate in a confined area, the server doesn't choke
Combine that with the recent addition of the AOE explosions and you get some pretty nice screenshots:
Click for HQ version
Last Updated on Wednesday, 21 January 2009 15:52
Updates and Art Preview
Written by David
Friday, 09 January 2009 17:29
We are still working on ironing out alot of issues before we can bring more people into the alpha, sorry :( . One of the major issues we are having right now is server network overloading. We had been running the server with no data limiting, which allowed for smooth play from the client side, but broke the server with high numbers of players (and caused buffer overflows when clients network connection couldn't handle the load). When we enabled the rate limiting code which revealed a new issue in the client side prediction/log compensation code not being able to handle the variable rates very well. Once that is taken care of, expect some more emails to go out.
Enjoy this nice little render of one of the new ship models our 3D artist is working on:
Last Updated on Friday, 09 January 2009 17:38
New video and private alpha
Written by David
Sunday, 28 December 2008 17:54
Sooo, we don't quite have everything ready for a public rollout yet.
But as promised we will have a release ready to go before Jan 1st. We are currently working on issues like getting a user friendly launcher / update system in place, Graphical issues that only appear on some systems, and various minor issues that need to be handled before people who aren't devs can use the game :)
However, here is another preview of the current state of the game that you can pass along to friends.
Gen1 shield animations are in, with gen 2 on the way. On the fly fullscreen/resolution switching is complete. And on that note, preferences are saved as well. MP3/OGG based music system is in place. New Songs. Stations can now be landed on properly. Ship selection works.
One of the next things up is explosion animations. I thought I might include this little preview of the GLSL Shader we are going to be using for that.