I feel like this is a very inspired response to the jump dynamics of the current game.
I can be looked at a debuff to current jump mechanics. It doesn't remove chain drives it just renders them useful but highly inefficient since the fastest way is no longer a straight line between points or...
That's not true. There is and for every block shape and color.
I'm actually making a renderer in unity that renders starmade entities. Slabs are another block I'd for every one.
I'd point you toward this mainly
StarMade Active Development Timeline
No specifics but it should give you a pretty good idea of what they'll be touching from now until beta.
There is currently a bug where the thrust plumes don't always update. You can force an update by changing sectors. So if they start getting screwy just change sectors and see.
1) Decompile Java
2) Identify hooks you need to intercept
3) Write your own base loop that likely calls the original loop
4) Import the libraries that hijack the calls you need to
5) Make sure you call the appropriate hooks if there isn't another hook to call
6) Test
Repeat steps 1 through 3...
Been doing a bit more work on this.
Finally got Chunk32 working.. Was going to internally use chunk32 but it stresses Unity's mesh object too much. Its only possibly to have 65000 vertices in a Unity mesh. I'd need to do the math but I'm betting you could regularly exceed that with any chunk32...
Don't think of it like a C pointer, its likely to be. This ship is this BP. Schemas talked about this. We should be able to do this for every entity. This allows all sorts of repairs.
You can't do it on the client since the server must be authoritative to stifle cheating and exploits. You never trust the client. If people didn't cheat it would be fine, but you can't.
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