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GDTLancer

Progress

A space game inspired by Freelancer, Orbiter and EVE Online. Developed in Godot 3 for desktop (Windows, Linux) and mobile (Android) platforms.

Recent changelog

Since v0.10-alpha (current)

  • New release (and some last-minute tweaks)!

Since v0.9-alpha

  • CCD is disabled upon reaching specific velocity threshold.
  • Tweaked autopilot to perform some rotation (approach is slightly spiraled).
  • Introduced star system coordinates databank for main galaxy (50k stars for now).
  • Split targeting into "selection" and "autopilot" controls for clarity.
  • Upon picking a stellar coordinate - spawn a system scene there (currently only a star).
  • Keep a track of recently visited star systems and do not despawn them if their number is within limit.
  • Proper spawner / despawner of stellar systems upon selecting them in order to create seamless travel.
  • Moved galaxy mesh into decoration background (scoping the space down for gameplay sake).
  • Temporarily disabled procedural coords.
  • Tweaked systems.
  • Tweaked velocity, damping is implemented in the game (due to recent engine changes).
  • Removed textures and uneeded sources.
  • Refactored UI a little.
  • Added panic screen.
  • Refactored cloud shaders.
  • Re-implemented LOD system (again).
  • Refactored cloud meshes.
  • Tweaked camera decorations.
  • Optimized background decorations.
  • Reworked primitive shapes scene (for importing).
  • Implemented planet surface shader (based on old implementation of star surface shader, but not animated).
  • Tweaked planetary shader to include lava layer.
  • Added a sector-level nebula.
  • Refactored names of local spaces and markers to reflect what they are clearly.
  • Added a new star system.
  • Added a new planetary shader (ice).
  • Pre-release tweaks.

Since v0.8-alpha

  • Tweaks to desktop UI.
  • Fixed lag due to complex collision trimesh.
  • Autopilot added.
  • New UI elements.
  • Default window size is 720p.
  • Some tweaks to superliminal velocity effects.

Since v0.7-alpha

  • A new star system!
  • Switched to full-scale stellar bodies (stars and planets are up to scale now).
  • Using meters instead of units now. Updated distance prefixes according to https://en.wikipedia.org/wiki/Metric_prefix.
  • Updated galaxy mesh and colors.
  • Updtaed camera motion on acceleartion for smoother experience.
  • Updated velocity increment mechanism, it is now exponential, which allows to accelerate rapidly.
  • Space markers are removed from Debug overlay.
  • Switched to custom LOD script which is based on zones.
  • Refactored stellar objects and their hierarchy for clarity.
  • Implemented multilayer local space, which tackles precision errors in object positioning.
  • Adjusted camera decorations to act as a boundary zone a size of 9e18 to prevent flickering. (9e18 seems to be a sort of safe margin for transforms?)
  • Fixed OmniLight and camera flickering (workarounds but robust).
  • Removed unrelated files from within project scope.
  • Removed Calinou's LOD plugin files.
  • New dynamic star shader. Stars are much less in polycount now.
  • Added icons for custom zone nodes.
  • Optimized paths.
  • Some temporary fixes for collision model (caused stuttering due to polygon number).

Priority TODO list:

  • Info / help window.
  • Refactor ship code.
  • Prevent camera orbiting from interrupting autopilot and warp effect adjustments.
  • Investigate flickering on high velocity.
  • Due to space being a complex sandwich got to figure out how to just teleport and spawn at will.
  • Make autopilot detect obstacles.

TODO list:

  • Make primitive building blocks with simple collision shapes (performace).
  • Investigate enabling/disabling trimesh collision shapes on the go.
  • Scalable UI (control panel, texts, buttons, etc).
  • Make "Orient only" autopilot feature.
  • Add a list (options) of allowed post-effects (which work with log depth).

How to

You can download one of the pre-compiled binary in the releases section. If you want to open it in editor, then you must use a custom Godot build: https://github.com/roalyr/godot-for-3d-open-worlds

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