See that moon? You can fast-travel to it.

#dc#dc comics#batman#dick grayson#tim drake#batfam#batfamily#bruce wayne#dc fanart



seen from Malaysia
seen from Malaysia
seen from United States
seen from China
seen from Moldova
seen from Canada
seen from China
seen from China
seen from Norway
seen from Brazil
seen from United States
seen from Norway

seen from United States

seen from Malaysia
seen from Canada
seen from Brazil

seen from Canada
seen from Saudi Arabia

seen from Australia
seen from Malaysia
See that moon? You can fast-travel to it.
Hard Sci-Fi Space Sim/RPG
DEMO DROP
I consolidated all UI inventory interactions into a single function. Thereafter adding transfers between your inventory and others was just a matter of making a window to put the buttons in. Inventories are also fully resizing, able to store any number of items instead of the ten listed on the hotbar.
This week, not only can the bots shoot but they can actually kill you instead of the health bar just continuing into negative.
I spent most of the week refactoring my asset loading to bypass a big refcounting system I haven’t actually ended up using. Now instead the game just loads everything available right at the start and only generated stuff will need to be loaded during runtime.
In between I found the time to make a space crate for space loot. Next I’m doing another pass on the item system to support containers and resizing inventories.
Ported over Ctesiphon’s particle system into Turbostellar, complete with support for different reference frames. The whole thing is dehardcoded with particle definitions written in JSON.
After a brief hiatus, I’ve done another pass on fast travel. This time it’s the interface I actually intend for players to use. There will be a prompt later including things like supply usage, cautious/reckless travel and so on.
Made some refinements to collision this week. I had screwed up nearest-point-on-triangle and voronoi region detection on triangles. Remember: epsilon has it’s place, don’t just blindly use it everywhere just because you’re doing collision work. The voronoi detection was clamping between [e..1] instead of [0..1] giving all sorts of weird ghost hits and empty edges but now it’s all correct.
Also added a continuous capsule-v-capsule test so actors can collide with each other. Finding an example of a continuous cap-v-cap test online was pretty tough and Ericson’s Collision Detection doesn’t go over it. With knowledge of the fundamentals though I got something I’m pretty happy with: