Massive space battles where two opposing teams try to bring down their carrier ships. Built in a custom c++ engine to achieve battles on a scale not found in other games.
I've completed my c++ Space Arcade project and released it to the wild!
devblog 26 - releasing the game
Making a mod to test the usability of the mod tools.
devblog 25 - mod tool showcase: star wars largest battle mod
In order to promote mod creation, I have made the level editor completely usable by end users! Here's how I did it.
devblog 24 - level and campaign mod editor
I have created an effect that stretches the stars to give a sense of jumping a large distance in space. I've also added asteroids to avoid, and a slow...
devblog 23 - space jump vfx, slow motion, and asteroids!
I refactored my rendering system to add features like normal maps, bloom, and more. Check out the new look :)
devblog 22 - tighten up the graphics - graphics refactor
Creating a gameplay interface to limited audio resources. With such large battles, there are more entities attempting to use audio than can be supported...
devblog 21 - making an audio system
Making the game fun with AI and a useful HUD. AI now naturally attack objectives and attempt to take down your carrier ship. AI also behave differently...
devblog 20 - dynamic ai, objective ai, and stencil highlights
A from-scratch C++ dynamic 3D animating UI system using spatial hash grid and lasers!
devblog 19 - making a main menu out of moving lasers
Using profiling tools to optimize and explore making the game run fast! Renderdoc and Visual Studio Profiler.
devblog 18 - using profiler tools to make the game fast; instancing && batch rendering
Adding objectives to my game! Each with their own gameplay.
devblog 17 - making things to do
Adding gameplay objectives to the ships. Creating a in game console with imgui. And made a cheat system to easily add cheats via console commands.
devblog 16 - creating console, cheat system, and gameplay objectives
Using binary search to determine camera distance with collision shapes.
devblog 15 - binary search camera collision system
An algorithm created to make AI not fly into things (it's not boids).
devblog 14 - ai avoidance sphere algorithm
Handling large scale collision for my carrier ships.
devblog 13 - large scale collision
Creating planets and a 3D star field without a skybox!
devblog 12 - no cube maps! 3d planets and stars rendering
I created a camera system in c++ from scratch to control fighter ships.
devblog 11 - ccc control, camera, and character
Using my c++ behavior tree system I created a dogfighting behavior tree!
devblog 10 - making a dogfight behavior tree
I created a behavior tree system that is defined completely within c++. AI entities have a brain which spins up a behavior tree.
devblog 9 - ai behavior trees
How I rendered thousands of particles at very little performance cost.
devblog 8 - fast particles everywhere
I've set up firing an a lot of projectiles to push performance to its limits. To assist with this I created various debug tools, such as a projectile...
devblog 7 - stressing out projectiles
Implementing time dilation and collision shapes. Time dilation can be used in gameplay, but also to debug problems.
devblog 6 - manipulating time with code
How I made my game modifiable! I added a model editor that can be configured without compiling the game.
devblog 5 - how i made my game modifiable!
Frame hitches can cause bugs where projectiles pass through walls, how I solved that in my custom from scratch engine.
devblog 4 - stretching projectiles between frames
Creating a mod editor and level system to help build the game via mod tools.
devblog 3 - mod editor ui and level systems (c++ space arcade game update 3)
The custom collision system (SAT) uses spatial hashing to only do collision tests for objects nearby. This creates a problem for lasers that travel through...
devblog 2 - ray casting through a spatial hash grid
Space Battle Arcade uses a custom collision implementation designed for large scale battles. It leverages Spatial Hashing and Separating Axis Theorem.
devblog 1 - spatial hashing and separating axis theorem
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