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Final Exodus chronicle

Development posts collected in one place. English translations are added after review; each entry links to its Facebook source.

Translated from Russian

Work on interstellar jumps and ship flight

Targets for jumps between systems, naming them, sending that data to the server, interface elements, reworking those interface elements, plotting a course to jump corridors, a new lighting model, finally getting a star to work as a light source (it isn't as simple as it may seem; the basic approach simply fails over large distances), orienting the ship along the thrust vector, and handling jumps on the client.

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Translated from Russian

Automatically generating interstellar jump corridors

Work continues every day. Although I had aimed to start flying in January, I decided not to rush, and here's why. Technically, the little ships really could fly by early January. BUT they need to do more than merely fly: the player needs a convenient way to send them, inspect nearby star systems, navigate the map, and so on.

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Translated from Russian

Ship flight status reaches the server

Right. I've been laid up ill, but I'm back at work. Today I wrote a server-side protocol for parsing client data about a ship's changing status. I'll test it tomorrow. There is a real chance it will work on the first try. I also added another timer channel on the client and server for more flexible operation and synchronization.

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Translated from Russian

Network request order and code cleanup

Today I worked on optimization and the order of network operations. I also finally split the code into blocks and added comments, because I'd noticed I sometimes spent quite a while finding the section where the code I needed had been written.

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The little ship has learned to fly

Four days. I thought it was three. In short, the little ship seemed to fly, but not accurately. Sometimes it braked too early, sometimes too late. About 30 hours of work. I spent roughly three days looking for the error and found it. Fortunately, I also made other useful improvements along the way: a trajectory-calculation formula that accounts for starting speed, a new in-game timer mechanism, and waypoints. The little ship has learned to fly. I still need to finish switching trajectories to a different target; aiming for a moon or planet; complex trajectories through waypoints; automatic calculation of waypoints to go around dangerous areas. After that I'll connect the ship's resource-accounting system (one is ready in the previous project), planetary bases, jumps to another system, the rise in X-ray radiation at 0.2–0.5 c and the resulting damage, entry into a bubble in a rudimentary form, and interception of another ship's trajectory. Do you think I'll manage it before New Year? ))

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An update on earlier work

One more thing. I reread the post from two posts ago. Everything listed there for production, the planets, and so on has been done: orbits are drawn, moons revolve around planets, data is received and decoded, and so on. Kepler's laws are working beautifully. In short, there has been a great deal of progress since that post. When I wrote the post immediately before this one, I thought I'd said that a lot of it was working. Apparently I forgot.

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Translated from Russian

Login and registration menus are ready

Well... The menus and server-side functionality for login and registration are done. If you log in successfully, you end up here. That's all for today. I coded for 11 hours without a break. A lot of time went into dealing with the peculiarities of database access, or more precisely, handling errors with no content properly. I won.

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