it would take years to make such a radical change, schema would need to do a whole new game to implement that I think....
what are you meaning by "plate" ?
because if a plate is a certain amount of blocks then what you are describing is litterally how starmade works: chunks with an octree...
it wouldn't be really interesting to play a full-scale universe game I think
also I'd like to point out people used Elite Dangerous as an example but the thing is ED is not a continuous universe: it has solar systems instances you jump between, it's not continuous wich is hidden with a very...
I don't even understand why people still compare starmade to skywanderers, most of those people have not played the game by the way, starmade is leap and bounds better and skywanderers is limited by design and game engine in a way that it will never EVER have the same performance or scale as...
I played starmade for about 3k hours or so. I am a bit bored now, the game is amazing don't get me wrong and while I'll never stop playing starmade (waiting for power update to finally starting to work again on the Maelstrom) the interest is fading away between updates unfortunately.
I bought an...
pathfinding is a part of AI, it's a search algorithm not an IA by itself
sentences are anything but program code, programming langages are context free, natural langages are not
I think the laser of doom is made up as is the explosion animation or else I am missing a big thing when I am testing the game xD
also I am pretty sure the game is not an infinite world like in starmade meaning it is like Elite where you can't reach (or more precisly you reach your destination...
Unity has a lot of technical limitations, using an outdated version of mono therefore also using an old garbage collector is one among others
IDE and framework has no relations whatsoever, there is already an IDE inside of Unity wich is an old version of monodevelop AFAIK.
it's not that it doesn't allow 10k entities it's just that it will have worse performance, you can have an engine that handle millions of entities it doesn't mean that you can't have game mechanics wich make it fun with only 1k entities, it will allow to have a hell lot more room to implement...
so about this game, I am one of the testers of skywanderers so I guess I might be in the best position to talk about this game :)
first, no.
Starmade is a thousand lightyears ahead for everything except for graphics (and by not much, it is just different with a lot of glowy things)
no other...
there is still a problem on linux with loading stopping at 29% because it seems to be using a wrong path for block texture path :(
EDIT: nevermind it's something else with the Pixel texturepack that doesn't exists in 128 and 256, it still is a bug tho
randomizer and sensor, the former is a 1bit random generator (so if you connect 1 activator to 8bit randomizer you get an 8bit random generator)
for the last one I couldn't not find how it works ^^
class block_set
{
string ID; //entity it belongs to
Uint count;
char *type;
Point position[2]; //relative to entity core start and end positions
//allows doing runs or blocks of them.
int value; //used for primary sum value of group e/sec or capacitance or anything else...
I am working right now, I will get back to talk about your code later, wich btw is exactly the contrary of good or efficient.
and you dared to talk about basic understanding of programming, god.
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