#GalactiWar - Space empire simulation sandbox game

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torn glade
fading lichen
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looks kinda like galimulator i used to play that on my phone sometimes lol

torn glade
# fading lichen looks kinda like galimulator i used to play that on my phone sometimes lol

Yesss that is my main inspiration for this game. Except a few key differences: no hyperlanes and instead there is more focus on spaceship combat. And 3D graphics of course. PC will be #1 priority instead of phones. But I do want to release a phone version of the game eventually, I have already gotten it working on my phone. I want to add some complex simulation mechanics so I'm not sure how good performance will be on phones.

torn glade
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Statistics nerds are gonna love this

torn glade
vivid atlas
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is it all gdscript?

torn glade
vivid atlas
# torn glade Yes

ah nice, is handling all the ui elements been pretty ok to do? I find it clearer using c# usually but I have an understanding of it anyways

torn glade
vivid atlas
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Ah cool

fading lichen
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are you gonna do something like stellaris where you can control an empire or just observe?

torn glade
torn glade
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GDScript is actually surprisingly fast for me cause right now the most intensive thing I do is generate the area graph which requires drawing a lot of polygons but there haven't been any performance hiccups with that. The only performance issues I've had were fps drops when there are a lot of ships and projectiles but that's a physics system issue not GDScript. Maybe going over to jolt physics would give better performance for that

torn glade
torn glade
torn glade
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New dynamic economy system

vivid atlas
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kind of reminds me of mount and blade warband for some reason, looks really nice

torn glade
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also new update with economy and stuff coming soon, maybe tomorrow

torn glade
torn glade
torn glade
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These borders took me 20 hours to code. Why did it take me so long? Well, because Godot doesn't have any Line3D or anything so I had to implement it myself, and it's more complicated than it seems. My previous borders implementation sucked. All I was doing was connecting rectangles together, which meant that there were sometimes visible gaps at connection points. And every single rectangle was its own mesh, which meant one draw call PER LINE, so it was terrible for performance. I'm optimizing so I can have good fps on mobile. With my new implementation, there is ONE draw call per empire for its borders. And also the border's lines are smooth and have no gaps. I've also done a lot more optimization, mostly reducing draw calls with batching. Which improved performance on mobile drastically. But also has benefits for the desktop and web versions, in that I can scale up the amount of stars and spaceships without killing performance. So could maybe have 1000 stars and 1000 spaceships no problem now (haven't tested that though)

torn glade
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Wall of text info dump incoming:

It feels like I've spent half the time developing this game optimizing it. So in this update I wanted to add the option to have bigger galaxies. But when I created a galaxy with 200 stars, performance sucked! So I opened the profiler to see what was going on. And there was no function in particular that was slowing everything down. The simulation was just at its limits because more stars = more empires and more empires = more spaceships. But there were only around 400 spaceships, and my spaceship code wasn't doing anything intensive. So naturally I blamed GDScript! I was like "CURSE YOU GDSCRIPT FOR BEING SO SLOW!" Then I realized that blaming your programming language is just a skill issue. So then I came up with a PLAN to improve performance. I was updating spaceships and stars 60 times per second, when I COULD get away with updating them far less frequently. Since I had all my simulation logic in physics_process, I lowered the physics tick rate to 10 ticks per second and opened the game to see if that improved performance. And it did drastically improve performance! Performance was buttery smooth with 200 stars. Okay, everything was jittery but that's an easy fix that I'll talk about later. A more pressing issue was that projectiles were now going through objects. Because of the projectile issue I set the tick rate back to 60 per second and instead made a separate loop to update stars and spaceships at only 10 times per second. So projectiles are normal but stars and spaceships are updated much slower. Now, back to the problem of everything being jittery, because of the low update rate, spaceships would appear jittery when moving. The simple fix to that is to just interpolate the visuals of the spaceship between the previous position and the current position. Boom! Massive performance increase with almost no gameplay difference. Now you can jack up the number of stars and still get good FPS.

meager prism
meager prism
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Found a visual glitch with the borders where the borders of empires that spawn on the galactic rim shoot out into the void

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Yea that tracks

torn glade
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Also, that's not a glitch, it's intended behavior and a natural consequence of voronoi diagrams which is how I display the borders

meager prism
torn glade
meager prism
torn glade
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Hyperlanes! These are for the migration system I'm going to add, spaceships won't use these. The red lines are just a debug draw, the finished version won't look like this.

torn glade
torn glade
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Diplomacy coming soon

torn glade
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The game now has a steam page. I'm gonna release a demo on steam soon https://store.steampowered.com/app/4361020/GalactiWar__Empire_Simulator/

GalactiWar is a full-blown galactic history simulator. Empires will spawn, grow populations, conquer territory, deal with rebellions, form alliances, advance in technology, and eventually fall. Storylines emerge as empires rise and fall over the centuries. You may choose to observe the simulation or intervene with godly powers. Either way, the…

torn glade
torn glade
torn glade
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Before and after tonemapping

torn glade
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Free cam mode

torn glade
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Cultures! With pie charts 😍

obsidian sail
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Love the map--reminds me of SPAZ!!!