An upcoming indie Space Combat Flight Simulator built around a custom 3D Engine.

Travel among the stars, explore planets and starports, trade and combat in a procedurally generated 1:1 universe with seamless planetary and interstellar flight.

Features:
-Realistic Physics: Gravity, Collisions, Atmospheric Drag, Flying Dynamics
-Planetary Orbits of the Solar System bodies calculated according to real Orbital Data
-Database with more than 100,000 stars to explore
-Planets and Stars in Real Size and Real Distance
-Planet Maps are calculated starting from real data (where available) and take advantage of procedural algorithms to create close up details.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

2017 June Updates

News 6 comments

Hello Everyone!

It's been one year since the last update. I know, I'm tremendously late with the roadmap but the project is still going on, nothing can stop me to realize this dream!

Here are some of the most important features introduced in the last months:

1-Windows Porting: The most important news is that the Windows porting is finally done! Since the code was already designed to be cross platform, this porting required just a couple of weeks!
All hardware-specific routines are in-fact part of a generic device class that is specific for each platform. This level of abstraction, combined with the fact that the game is completely written in C++ and OpenGL, allows the porting on new systems by simply rewriting just machine-specific code, such as system initialization, file system, audio, timer, input devices etc.
For the porting I used the good and realiable SDL library. I'm also very happy with the performance on Windows. Using a PC with AMD 7890k I got better performance than a 2015 Macbook Pro with i5.

Departing from Mars

2-OpenGL Upgrade: Another important news is that I made the transition to OpenGL ES 3.0 for iOS and OpenGL 3.3/2 for Windows/MacOS, which allowed me to optimize various things, and to use features like Instanced Rendering and Cascaded Shadows with hardware PCF.

Planetary Fog

3-Memory Manager: A very big issue was the several dynamic memory allocations that caused slowdowns and memory fragmentation. The introduction of a Memory Pool greatly improved the fluidity and raised the number of FPS especially during the exploration of the planets.

Terrain Rendering Improved

4-Instanced Rendering: This rendering mode allows to simultaneously display thousands of elements without any slow down. Introducing this functionality has allowed me to visualize the missile trails and, in future releases, to visualize asteroids/meteorites and planetary elements like grass/trees/rocks.

6-Missiles: Introduced new weapons that can follow the target.

Missiles and Trails

5-Cascaded Shadows: Shadow management is one of the most complicated things in a graphics engine. Implementing a basic shadows rendering is not that difficult, the complicated thing is doing it well... especially when the engine has to manage such altitudes and distances. I have implemented 4 different types of shadows based on dynamic distance factors. This allowed a more realistic rendering.

Terrain Rendering Performance Improved

7-Warp Drive: This navigation mode allows to reach distant locations in very short time. But don't worry: the journey is always seamless.

Exploring Saturn Moons

8-New Cockpits and Spaceship Models: As you know, I do not have time and funds to work on custom assets for now, so I'm using Royalty Free resources from some very talented authors.
However, I'm doing several modifications on these resources in order to make them consistent and compatible with the graphics engine. The simulator now can also handle spaceships with rotating engines and ailerons.

New Stations

Now I'm working on new Space Stations and enable dialogs between AI Players. Next steps will be the new Runways and Finally the Missions and the Storyline.
A talented guy is helping me with the realization of 2D Avatars. And last but not least, I have officially a musician!! soundcloud.com/bzur ;)

That's all for now. Thank you all for the nice comments and support!

P.S. I had some issues with the name registration in Europe, that caused me to lose a lot of precious time so I decided to change the name of this project, using for the moment the temporary name "Spacesimulator.net Voyager Project".
For this reason, to stay updated with the upcoming name changes, I recommend everyone to click "follow" here on indiedb or subscribe to the mailing list on the site: spacesimulator.net/voyagerproject.

Damiano

June 2016 Development Updates

June 2016 Development Updates

News 3 comments

In this long period of silent work I've completed a lot of points, things are becoming fun ;) and the universe is slowly coming to life. I've made a lot...

Seamless travel from Earth to Mars

Seamless travel from Earth to Mars

News 6 comments

Finally I’ve released a new video that shows all the features I have worked on during the last 10 months. I improved the graphics and the procedural...

Some Updates

Some Updates

News 2 comments

Hello everyone! I know in this last month I have not been so diligent with updates as before. The main reason is that I am working full time as a freelancer...

Physics, Real Scale and Space Travels

Physics, Real Scale and Space Travels

News 6 comments

I’m pleased to announce that in the next days I am going to publish the new video series concerning Seamless Space Travels :) I have just published...

Comments  (0 - 10 of 40)
Guest
Guest

sounds good
no man's sky 2

Reply Good karma Bad karma+1 vote
centaurianmudpig
centaurianmudpig

Looking great. Keep up the good work.

Reply Good karma Bad karma+2 votes
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

awesomenessish
awesomenessish

So far everything looks fantastic. For a while I've been wishing a Mass Effect Business Tycoon hybrid existed. In my dreams you were basically Hon Solo trying to make a living but sort of Shepard being a hero. This game seems to be the closest yet. I can't wait to see how things end up!

Reply Good karma Bad karma+3 votes
damlock Creator
damlock

Thank you! :)

Reply Good karma+2 votes
Miggy4000
Miggy4000

Looking great damlock! This place needs more space sims! :)

Reply Good karma Bad karma+4 votes
damlock Creator
damlock

Thank you! Absolutely agree! More Space Sims! :D

Reply Good karma+2 votes
Lightningy
Lightningy

I really look forward to release, but i have a few questions.will there be warp drives to traverse the 1:1 universe, or time dilation? if its time dilatation how will that work in mp?

Reply Good karma Bad karma+4 votes
damlock Creator
damlock

Good question. Both the options will be used but, to avoid large time unalignments between players, Time Dilation will be limited to 100x. Time dilation is also limited because it's not possible to load more the physics engine that is busy for orbital and gravity calculations. Therefore the leading factor for interplanetary and interstellar travel will be again warp drive. But in NV warp traveling will be seamless, without jump gates. Traveling at 100kC remembers the starfield screensaver. :)

Reply Good karma+3 votes
Lightningy
Lightningy

i Believe you should watch some of the Limit Theory dev videos to get some ideas on warp and entity driven economy. Youtube.com

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Spacesimulator.net Voyager Project
Platforms
Windows, Mac, iOS, Android
Creator
damlock
Engine
Custom
Contact
Send Message
Release date
Game watch
Follow
Share
Style
Theme
Sci-Fi
Project
Indie
Boxart
Boxart
Embed Buttons
Link to Spacesimulator.net Voyager Project by selecting a button and using the embed code provided more...
Spacesimulator.net Voyager Project
Statistics
Last Update
Watchers
176 members
Articles
6
You may also like