A new level. I finished configuring the router and other things, and now, while sitting at the helm of the yacht, I sometimes write a bit of code directly on the server with AI... working on work while at work...))))
It has happened! Our first attempt at writing in a new genre. The first short story set in the Final Exodus universe is out. It's short, but very atmospheric. You can support us by buying the Russian-language version on LitRes. They accept both Russian and international cards. If that's difficult for you, write to me and I'll send you the text for free. This is the first short story; more substantial works are being written and will follow it. Enjoy reading! I'd be very interested to read your feedback.
https://www.litres.ru/book/nataliya-polyanskaya/dolgoe-eho-drug-druga-73979471/
Well, shall we make the scale more tangible? )) What do you think? And, by the way, the planet shown has 10,000 hexes, while many planets have 40,000. To put it in perspective, the fir trees, mountains, and everything else are on the map of ONE planetary hex, and all of those maps are different.
Well then, what's new? It's the season, and at the moment I have to earn enough money to live on. I can't manage much more than that. Nevertheless, I do manage to work on the code from time to time, and here's what I've done. ... The most interesting part is at the end))) So: connection security and the server's protection against malicious actors have improved considerably. A major bug in the system that controls ships' movement through star systems has been found. That whole system has also been reworked: duplicates removed, checks added, and the old code generally overhauled. It was written a long time ago, when my skill level was different. The colony map now draws dynamic values from the database instead of test values, and I'm building the interface for creating the first colony. I'm finishing a tool for creating ship modules and ships themselves and saving them to the database. It covers the placement of modules inside the hull, weight distribution, strength, attachment points, the structural frame, and hull panels. The tool's code will later be integrated into the client. Yes, we're doing more than building little ships out of iron, titanium, and money: we're making them complex technical systems. There are currently at least 20 essential systems, without which flying will be difficult. But not impossible. The designer is graphical. We select modules, place them, and set the desired overall parameters; the algorithm completes the corridors and shafts and builds the structural frame and hull. That's about it.
As usual, if you want to help, there is work to do, and it isn't just coding. There are tasks for people far removed from IT, too. The main thing is the desire to help.
I was talking with an AI. It gave me this description of the project: “This is not a procedural sandbox, but a deterministic economic and physical MMO simulation with a changing world.”
One of our recent small victories. I already wrote that we now render planets up close with unique surfaces, and that each hex on a planet's surface opens into a large map. But there was a catch. A planet could have at most about 10,000 hexes. We couldn't go higher because the geometric algorithms used for preliminary calculations would hit a hard limit. That size did give us quite workable dimensions for a single hex on which buildings and other things could be placed: roughly 260 meters across. But I wanted more detail.
And now I've managed it: 40,000 hexes. The map scale is now 130 meters for Earth and, accordingly, 100–150 meters for Earth-like planets. The 10,000-hex version will be used for Mars-sized planets, keeping the scale roughly the same.
We won't go to 160,000 hexes. The hardware could handle it, but the database would become enormous. Although it isn't out of the question if we grow: 10–20 terabytes.
There has been another gap between posts. But I suppose you've already realized I'm not the most active blogger ))). A great deal has been done in the background, though.
Here! The textures need to be changed, but mathematically everything works! One of a great many planets. Each hex is separately modeled by climate, humidity and dozens of other parameters.
No picture yet. Important news: planets now load correctly and, above all, display correctly! They match the layout in the design tool 100%. It was difficult, but it worked.
The most important thing is in the top left corner, and it's what I had to do to make the small “tojson: true” label appear. Why does it matter? It confirms that the largest data transfer in the game has taken place and been received correctly in a usable format. What's difficult about that? The engine has no ready-made tools that handle it correctly.