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Merry Christmas to you all. This has been quite a turbulent year. Sometimes I was afraid that I would have to play Fallout in the real world. This has also affected the direction of Synthetic World's development. I am currently working on a hard survival game mode that is as close to Bush Craft (surviving in the forest) as possible. I have watched quite a few videos and have been in the forest myself. And don't worry the normal game mode remains. Hard Survival Features:
Hello, I fixed some small bugs:
Happy Easter, I have uploaded a new version of my game. This time included are many bug fixes that previously crashed the game.
Dear friends of Synthetic World,
I wish you all a happy and blessed holiday season. In view of the corona pandemic, I hope you are all healthy. An eventful year lies behind us: In the Synthetic World new cities were created and a new game mode was introduced in which you have to free the world from robots.
I have also laid the foundations for many other innovations. For example, next year all 3D models will be revised. I want to bring more exciting buildings, which are waiting to be discovered, into the landscape. Likewise, in the new year there will be the new crossbow, which of course you can make again yourself. I have also made progress in AI, the algorithm that brings cities to life is now designed.
The volcano renderer is also 50% finished. It is already working in low end mode. This will further increase the rendering speed. And then as a special experiment I started with a VR port. I can't wait myself to stand in the landscape in "real" someday.
Also I have now got another support, for my project. She will take care that the hunting and nature will be even more realistic.
In the coming weeks there will be a new release. I am currently in the process of eliminating all bugs.
Well then, good health to all of you, best wishes and thanks for your support!
Michael
Christmas vector created by freepik - www.freepik.com
This update finally brings cities, settlements and buildings. The individual settlements are connected with roads. The buildings contain beds, tables, chairs, lamps and zombies. Updates:
Robots have invaded the landscape. They monitor every square inch with their surveillance drones.
Don't get caught, or you'll have their fighter units on you.
And don't try to attack their strongholds where the control computers are.
They are protected by dangerous self firing devices.
So keep your eye on the sky!
-----------
As you can see, I've devised a new spawn system. Instead of just randomly appearing monsters, this only happens when you get caught by a threat. This also applies to zombies and skeletons (the control computers have transformed people with a virus and use them as soldiers).
New Features:
- Better effects (for the laser of the Battle Drone)
- New monsters: surveillance drone, observation drone, automatic cannon, combat drone, control computer
- Better castles
- 3D models that are individually animated.
- Bug fixes during level generation.
- Improved audio system
I will upload the new version soon. There are still some bugs. The zombies do not want to guard the castles!
Hello guys,
that took a little bit longer than expected. I uploaded a new version to Steam. The player and other entities can now start to burn and can also die of burn wounds.
Then I updated the dynamite. The resulting damage on the voxel does now look much better. And as I also like big explosions I added the "Mega Explosive" entity. You need a 3D Printer, Coal, Petrolum and Sulfur. Then you can craft it. Or you can use the cheat (press F2 to go to the console):
addItem('Voxel_MegaExplosive', 10)
Here is a screenshot:
Just for fun, I used multiple explosives to make a hole in the ground.
Next time I will update the spawn system and add new monsters!
So todays update is all about fire:
- Placed entities like the construction set can now burn.
- The new trees can burn
- The muzzle flash on the weapons is repaired.
- Now the fire emits light when it burns:
Additionally the trees now drop seeds and can grow!
It is in the unstable branch!
I uploaded a small bug fix: - Rendering of particle effects is restored - Drag and Drop is now working again
I uploaded a small patch:
Hey guys,
I increased the speed of the 3D engine. Now a much more detailed landscape is possible:
I also updated the world generator:
Just for fun I added an ocean:
And I connected all caves with each other! The world generation speed is now 5 times faster!
Note that in order to see the higher view range you need to increase the "View Distance" in the game settings.
Along with this I added a lot of bug fixes regarding the trees, player movement, GUI, plants, textures and so on.
The new version is in the unstable branch.
Hello and welcome back, before we start with the development update, I want to wish you all a good health. These are hard times during the Coronavirus crisis. I hope we all get better soon.
Yes! The first village generated by the AI!
This is only a debug view. When it is finished these buildings will actually be placed in the landscape!
We will improve the performance in the next weeks so that we can create bigger cities. And we are testing other AI algorithms.
Hey, I just uploaded a new version to the unstable build with the new trees. You need to create a new map with the generator to see them (so do not use the predefined map with the seed 0). Be aware: This is only a testing release. It could be that a map create with this version can't be loaded in a later version.
Now most of the visual bugs in the trees are resolved:
I will upload an unstable release as soon as possible.
And I implemented several AI algorithms that will drive the city generation:
- A* Planning
- Alpha-Beta Adversary Search
- Monte Carlo Tree Search
Except for the first one these algorithms are normally used in Chess AI / Go. I am excited to see how they work out.
The first tests will be on a small landscape of several hundred meters.
First screenshot of the new trees in the game!
There is still much to do. The trees currently create holes in the ground and some trees do not have leafs.
The new trees are now connected to the world generator. So exited to see them in the world! When they are cut down they will collapse to the ground and fall into pieces.
The basic castle generator is now working. Every castle has it's own dungeon.
Happy new year!
The AI language compiler (C to PDDL) is finished and the shadow rendering for the low end render system makes progress.
I threw away a lot of dependency in order to port the game to other platforms like android, ps4, ... Now only Bullet, OpenGL, SDL2 and a C++ compiler is needed to compile the game.
So I finally found the place where the castle generator puts the castles! And added an Uber Shader to the rendering system!
The castle still needs a little bit calibration :-)
Merry Christmas (it is a bit late, I know :-) )!
Stairs are now in dungeons. They are now fully walkable. I also activated the castle generator. Unfortunately I do not find the generated castles in the word :-).
I enabled the new grass. Another new version is already uploaded!
For the first time we take part in the winter sale. So if you are interested in our game you can buy it now.
And I uploaded a new version. Here is the change log:
Faster low end renderer for older computers (faster model rendering):
Much faster renderer overall. Performance rarely drops below 30 fps.
Complete new cave generator. They are now much more playable
Cavern generator at the bottom of the world.
Better resource distribution
New plants (Leaf pad, sugar cane, hanging vine)
Better Plant Generator in the 3D Editor
New Plant LOD in the 3D Editor
Plugin interface is complete (tested it with 2 little games)
Lua and Java can be used as scripting languages
Android GUI finished
New font in the GUI
Lava Generator
Bug fixes
Other things we did that are not yet in the game:
Speech synthesizer, Talk system
Painted new grass (lots of different type)
Created new trees
Painting on the ground: This means the engine can change the height of the landscape in a similar fashion how it is done in 3D landscape editors. This is used to make the boundary of a building fitting to the environment
New tree system is finished but not active in the world generator. This version will be the last with the old trees system.
Car lanes on street: As you might know if you followed the development, I added streets in the game which the engine can place. Now I added car lanes to the segments.
Traffic lights, traffic lights logic
Navigation network for cars and NPC
Reflections (via Cube Mapping and Screen Based Reflection)
Streets are now connected
NPCs can have jobs: For example they can work in this warehouse
Daily routine adapts to job and home. NPCs can have a home
Erosion system for the world generator: I read a paper about artificial erosion, so I implemented it. Currently, I am thinking about how to integrate it in the world generator, because the speed is not fast enough.
Cell based city simulation system (will be used in the city generator): This system can simulate ware transport in a city and so measure if the city is functional.
Logic based reasoning system for the city generator
Countries
AI controlled ware transport system
AI language nearly finished
NPC simulation in the foreign landscape: This also took very long. I can now walk with an NPC out of the simulated landscape and it still works.
Future:
The cities work when someone places the buildings. So the next step is to finish the AI which does this. And of course I want to integrate the new plants.
We had here a lot of discussions if it is ok to replace stolen keys. What are you thinking? Is it unfair towards the gamers which bought the game on Steam? My main argument was that the gamers who bought stolen keys did knew it. On the other side I never received any money and if I would need the earnings to finance my company I would be bankrupt now (this is not the case as I also create non gaming products).
A lot of keys of this game were stolen. I suppose this happens after the shutdown from IndieGameStand. I now disabled all non-redeemed keys. There were also a number of keys which I never put for sale. They were completely disabled. If you bought an illegal key from a reseller and you cannot play the game now, just contact me personally I will give you a valid key. You can send me a friend request and then a message via Steam. Or you can simply send me an e-mail to: info@staudsoft.com Please be aware that it can take up to 24h until you get a new key. So do not worry! [Update]: I only have a limited number of keys left. And as Steam does not want to give me more as my last keys have been stolen, this is fixed.
We did a lot of bug fixing and added new features to the engine. Here is an overview of our achievements of the last two months:
Train physic
The train physic is now working. We had some problems with trains which did not behave correctly when a collision occured, but this is now solved.
Car physic
Car physic is completely working and we already have one test car which can drive remotely controlled through the landscape. That the player
can enter the car and control it from within is the next step. For this we made a model of a basic 3D car which we will use in the game.
Particle System
The particle system got an update. There is no rain under water any more and we have now particles in the water.
More stuff will follow!
Better and more stable dungeons
There was a bug in the dungeons which create holes in the world. This is now corrected.
AI Planner
We finally have a working planner, which is really cool, because we can now give our NPC goals (for example: buy item xy) and it will automatically create a plan and execute it. We will also use this system in the quest generation system.
Navigation System
There were a lot of bugs in the navigation system. This is now corrected. We also improved it, so that NPC's can evade each other, that it can control cars and other complex vehicles like air planes.
Skeleton
Yes, the skeleton is finished and it shoots arrows. And it really looks scary.
Plugin System
The plugin system is also massively improved. It is now even possible to make total conversions.
Plant Rendering
We can now place plants and objects on every surface of the game. As an example we added small plants when dirt appears.
3D Editor - Plant Generation
We create a custom plant system which allows us to model plants down each leave and the use them in the game.
Other Stuff
So these were the features which you can see in the next release. Here are other stuff which is currently invisible:
- Better entrances for the caves (we created a complete castle set which we will use to create castles in the landscape).
- New tree system is implemented. We only need to create models
- Save / Load of AI Memory is working
- Improved Dungeon Designing System: We can now create complex levels which can be included in the game
- Improved Animation System
- Tested Reinforcement Learning for Game AI
- Memory Compression was successfully tested. This could reduce the memory consumption by the factor 10, which will also improve the game speed.
- Vulkan Support: 2D Rendering is working.
- Android Conversion is also started.
- Object Instancing is fully working in the game and editor: Faster Rendering!
City Generation:
- Lame AI: This is a simple AI which can deliver goods from one building to another
- Street Generation and street connections are working
- City Designer: This is a special game mode which currently allows the creation of streets and buildings via one click. In this way big cities can be created by hand
- Military AI: This is a simple AI which can control NPC's when they are in a war
- Metaballs: The editor now supports meta balls which we will use in the creation of NPC's
What is next?
The next step is to complete the plugin system and do again bug fixing regarding the city generation. Our goal is to create a stable community. And then there is still the problem with the driving cars. What should happen when one car leaves the simulated area or even worse when the player leaves the area within a car. Then I want to add a locomotive which can push or pull other waggons.
When all bugs are fixed I will upload a new version.
The connection of a carriage is now working, the collision too and most of the new icons are in the game! I am currently working on some new entities (mostly traps) which I will put soon online.
Added a new savanna tree. Additionally there is now different grass / vegetation in the tundra, tropics, ...
There are also new paintings in the current unstable release!
And finally we added the first test version of rails / trains to the game. The minecart is the first example. Next we will add a small locomotive and wagons!
Hey, unfortunately I was sick, so I could not do so much. But I added a laser sensor and a synthesizer. Both will be updated in further version. Especially I plan to add more sounds to the synthesizer.
The new version is in the unstable branch.
Sand can now fall if you remove blocks under it. But be aware that you can die if you are buried under it. New version is in the unstable branch.
I added lava and made some save/load bug fixes. You need to generate a new world to see the lava at the bottom of the map. The new release is in the unstable branch. And the lava flows!
There is a new unstable release with a new oven, a pressure plate and a top-down door. All this was completely implemented in the in game programming language. I could improve the AI system (not in the game yet). What originally took 1 hour takes now 2 ms to compute. But I will improve it further.
I uploaded a new version to the unstable branch. Most of the c++ libraries which are used by the game are updated:
Hello guys, there is a new bug fix release in the unstable channel. It will correct the cloud rendering and some bugs with the weapons.
Merry Christmas! I upload a new release to the unstable branch. It contains bug fixes regarding the multiplayer, weather, snow, water rendering, ... And I am finished with my development plan. As this is a unstable release I kept the log activated which I find a little bit annoying after I tested it. I will upload a new release with disabled log in the next week.
Added to the lua system a just-in-time compiler. So the scripts will be executed much faster. Currently working on speeding up path finding and general AI stuff with mathematics. If it works the zombies will attack you more efficiently! And just for fun I implemented a water simulation. Still need to do the tesselation shader for this to work...
Implemented runtime code exchange via Lua. So I can now change the code of the game while playing the game. Made a new grenade as an example (will be in the next version).
Multiplayer is debugged and hunger is implemented. Also finished Screen Space Ambient Occlusion and started with Screen Space Reflection. When hunger is debugged I will upload a new version.
The player now needs to consume food in order to be abled to perform actions in the world. And I am using the same tests which were used to find the load / save bug to make the multiplayer mode stable.
So I just uploaded a new bug fix which will resolve the load and save bug. We did 400 hours of intensive playtesting and the last 200 hours were without a crash. I also disabled asynchrone saving because this was the reason for the bug. The water for example kept to be simulated while the map was saved to the disk and this corrupted the maps. If you have a corrupted map file just write me when you want that I repair it. Unfortunately the game cannot do this automatically. I also added a glitch prevention system which will prevent you from falling through the ground. If there are problems with it please report this. Along with this a lot of bugs in the monsters, items, hud and the rendering system where resolved. Puh, the last days where very stressful. I hope the new version is ok. Have fun!
Found a trace of the load and save bug. There seems to be an error in the synchronisation of the threads / processors. Will make more tests in the next week in order to find a bug fix. And by the way found 50 more bugs and corrected them.
Added more tests to the stress test: All entities are tested, fighting and weapons too (including respawning) I have a question for you guys who had problems saving and loading the world: Did you add electronics (LED, Wires) to the world? Because I found there a bug regarding save / load.
As some of you had problems with the load and saving of worlds I started now a stress test. This means that I let the game load and save worlds thousands of times automatically. And then we will see if we can find the bugs... And there are also some bugs which I will correct: - The glass is not rendered correctly - Falling through the ground - And I will look into the problem of holes in the landscape
Uploaded a new release which resolves the HDR bug. And the game now works on ATI/AMD graphics cards. Sadly I had to disable asynchrone texture loading when such a graphics card is detected.
Hey, I uploaded a new version! And it is not an unstable release any more.
Here is a partial change log:
- Anti-Aliasing:
- Along with Anti-Aliasing comes a complete new post processing effect pipeline.
- Detail Textures
- High Resolution Textures (Completely new ones):
- Smooth Texture Blending in the Landscape:
- Lot's of bug fixes
- And the new far landscape is now working correctly. You need to create a new map in order to use it.
- Birch Tree
- Fixed Coral Reef bugs.
- Removed most lags (under Linux, under Windows there are still some, will investigate this!)
Important:
I use now textures which are up to 16384x8192 pixels. If your graphics card cannot handle this it is usually detected. Else you can change it via the "World Texture Resolution" under "Graphics" in the settings menu.
Hint: This is a windows only released as I have broken the Linux and MacOS compile pipeline. I will repair this. The release is uploaded to all branches
As always backup the worlds before you try out a new release.
The online building is working. That means that NPC's can build buildings during gameplay (for testing proposes the barack was built into the air!):
The start:
In the middle:
Only the roof and the furniture is missing (still need to implement this):
C Mod Interface: We also exposed all Lua Plugin functions via a C interface. So it is possible to make plugins via C++.
Smooth Far Landscape Renderer: I also improved the far landscape renderer to support smooth surfaces and plants and trees. Here is a non (!) voxel example of a landscape:
Now I only need to finish the new trees so that they can be send to the rendering system.
Support for High Resolution Textures on Intel Graphics Cards: A low resolution texture is loaded if now hardware support is detected. But it still looks good because of the detail map!
Archive Support: That was only some fun thing. I found a good library which can read zip/7zip files. Now I can put all game files into one archive.
And I also changed the grass rendering so that small dirt blocks are not visible any more.
Here are 2 screenshot of high resolution textures+detail textures. At the highest resolution we have 1 Texel per 0,4 mm.
Look on the ground to see the detail texture:
Improved the texture resolution by the factor 4 (now 1024x1024). With detail textures the surface are now so sharp so that the single texels are not visible.
Puh! My day: Start the game, go to the room with the ai test monkeys, push one monkey into the attack range of the other one, watch the game crash :-( #gamedevelopment #voxels From a technically view point I am testing the range attack and the destruction of entities (the normal AI planning algorithms do not seem to support the destruction of objects).
Today I connected the gui system to the entity editor. The gui can now be designed graphically. And the entity editor is connected to the lua interface. So the mod support makes progress.
And I improved the speed of the city AI. In the test field the AI can now collect resources, built buildings and fight with sticks (ranges attacks will come soon).
This is an image of the test field (not the real game, do not worry). As I was in a funny mood I used apes instead of humans. The red text indicates that the monkey "thought". The monkey in front collects resources, the barracks where build by the monkey in the background.
When the AI works the buildings will be created in the voxel world (and of course the humans (not monkeys) will then collect resources, build cities, ...)
And of course I also did a lot of other stuff. All lags are removed and the engine is 3 times faster (and the loading time of a map is now about 3s if there is no world generation).
Then I improved the far landscape, added a antialias shader, created the foundation for volume rendering, screen space ambient occlusion is implemented (but not tested), the level editor can be used to create mods, the far voxel landscape is bug free, ..
The next step is to test the AI and then connect it to the voxel world, ...
Found a new profiler which is really good for profiling games: https://github.com/yse/easy_profiler Already found all bugs which produce lags. But I have to add an asynchrone loading mechanism to resolve them. Apart from this I did a lot of stuff: - Support for Detail Textures and Normal Maps - Light sources can have a mask throught which the light goes - Physic Engine: Vehicle (but still need to add car models and player control) - Physic Engine: Soft Body (Rope, Patches, TriMeshes) -> again here I still need to make the code which sends the rope to the GPU - Mod Support: Better Entity System in the Editor (will allow to add entities in the level editor). - Mod Support: Instanced Meshes - Mod Support: Commen Data Format between the Game and the Editor - The "house building" modul makes progress. Will allow the creation of new houses and streets during game play. - Batch geometry buffer for far houses (sounds really fances but is in fact really easy: We pack one city block in one draw call so that it can be rendered faster). - Global Illumination: Connected the Global Illumination Rendering System to the normal engine. Theoretically I could now bake lightmaps. But still need to test it. And AI stuff: -AI language for the city generator is finished. But still needs debugging. So exited to define the rules which will create streets, houses, usw. This sounds so harmless but it nearly broke my brain :-). Hey a part of this software can solve basic school math problems (or could find a problem in an electronic circuit). For the interested I implemented a CHR constraint solver. This is for example used in the control of the cars so that they follow the traffic laws. And I am working on a planning algorithm, which will allow NPC's to have their own goals and follow them. But this is still very theoretical. What's next? This month I plan to add a lot of new features mainly in the engine so that we are on a similar level as Unity, usw. I am thinking here of Screen Space Reflection, Screen Space Ambient Occlussion, Mask effects on the screen, camera to texture, a renderer for the soft body elements and make them accessable via the editor. The second goal is to test the AI language and improve the city generator. Then after this month I will start a big debugging phase, where I will test the new features and make use of them. For example a detail texture could improve the visual quality of the trees, ground, usw.
New version with massive speed improvements uploaded. Check it out! The terrain is now also smoother! Additional there are a lot of bug fixes. Sadly the far landscape does not work in combination infinite landscape. But this bug will also found soon! And we added a new version to the world generator. There are now more underwater plants and coral reefs.
Yes! I managed to speed up world generation and world changing by a factor of 5. It is now a real joy to explore the landscape. When the conversion of the map files works I will upload a new release. A side effect is that the surface of the landscape is now completely smooth. And I also see now further improvements in the world generation..
Perhaps you saw that I upload a new release: - It contains bug fixes regarding the virtual CPU which make it work - The LCD and the keyboard are now also working - Game Controller Support I added the first game controller support. You cannot do everything yet, especially when you go to the inventory. And I had problems in accessing all game controller buttons. You need to press the "Reset" button in the "Movement" and "Action" configure dialog (because the new default settings are not loaded automatically). Or you can config the game controller by yourself. Regarding the CPU and the LCD, I will write some documentation. It uses a pascal dialect as programming language!
New Homepage Hey guys, perhaps you live in europe or you know what is going on here: The new data protection ordinance law becomes law this friday (DSGVO). As I had to update the homepage anyway I create a complete new one which contains now a reference of all available game entities. I also updated the presentation, the links, the modding informationl and the gallery. Instead of WordPress I now use a software which I developed for my master thesis in mathematics to create the homepage. Check it out: www.staudsoft.com And regarding the DSGVO: I do not collect any data of you. So I had not much work with the new data protection ordinance law! New Version As demand I uploaded the current development release to the "developer_build" branch. So you need to switch the branch to test it. The reason for this is simple:
So all main features for the next release are implemented. Next step is to debug the stuff: Debugging: The compile pipeline is updated. Create first windows exefile based on C++11 Debugging: The virtual cpu does not crash any more. The first "Hello World" program was successfully executed. Debugging: The update of the far voxel landscape does not crash any more :-). The only bug which is left creates cracks in the ground :-( Debugging (Lua script integration): New entity successfully created! Release: I plan to make new releases of the development version. For this I will introduce a new Steam branch which will contain these versions. These release will use a different map folder so that your maps are not accidentally damaged by bugs! This was in fact the main reason, why I did not made new releases. I did not want to damage your worlds, because I really changed a lot in the engine.
I got a new e-book reader. So I read a lot of books about game development. Now I had the idea to make the mod interface more userfriendly: Keep it small is the new goal! I added now Lua support (Java is such a mess!) and make now special functions for the mod developers in the engine. And the cool thing about Lua is that it is embedded. There is no extra dependency! Originally I exported 10000 functions and over 400 classes. Now I plan to export 1 class and 60 functions. Keep it simple!
Implementation: The keyboard and the LCD code is finished. The 3D models also are and the IO library is loaded into the virtual CPU. Next is debugging the stuff.. Implementation: Digged out an old real time raytracing library of mine. We will see what I can make out of it (perhaps real-time global illumination). But this will take some time. Debugging: Corrected bugs in the old non-voxel part of the engine. I will use this to debug the AI once it is implemented. Planning: I am nearly finished with the design and the scientific paper about the new AI language. The only thing I still need to do is to write the introduction (this is a part of a paper where you write about people who have done similar things).
Implementation: LCD is finished. It will use a simple text mode interface which can be controlled via a program. Implementation: Added a special client component which directly reads out the keyboard.
Implementation: Made the GUI for the CPU where you can add source code Implementation: Started to work on LCD‘s and keyboards
To make it more clear what I do I will add to every tweet: Planning, Implementation, Debugging. Planning means that I am creating a plan how to implement something. Implementation means that I create the actual code. Debugging means that I test the code and try to find the errors. Usually this takes the longest. Implementation: Connected now the compiler to the CPU modul. The next step is now to add a window in which the player can enter the code and then let it compile. Planning: I thought of a new way to store trees and also buildings, so that they can be displayed in the background landscape.
Wrote all the code for the new tree system. Will test it in the next days! Today I also worked on the CPU modul. When placed in the landscape it can execute programs and so control lamps, doors, ...
Ok, I had the plan to make one big post per month, but that did not work out. Everytime I wanted to create an article I decided it is a better idea to code. So I will continue with my regular tweets.
I did a lot of stuff in the last months. The design for a new game description language is finished. I hope that I can code faster with it once it is implemented!
Here are some screenshot of the new voxel background landscape. In the last version the creation of one segment took 10s. Now it takes 0,1s!
And voila the new dungeons are finished. Only the zombie is a little bit too peaceful (he does not want to attack the player).
I changed the internal data structure of the game engine in order to be abled to create much larger landscapes. I need to debug this intensively before I can make a new release (or else it could destroy your save games).
AI
I told you that we plan to use AI algorithms from the AI research. But this is not so easy as I thought as I have the impression that every AI papers describes the same thing with different word. In some of these papers they even call normal variables „functions“. And structures („struct“ in C) are called „atoms“ and their declarations „predicates“. In other papers the same thing is called „literals“ or „assertions“. Why are they do this?
Nevertheless I implemented a new language to control the AI. And I already have an idea how the AI will be abled to plan in the world and so create cities.
3D Models
I create over 100 new 3D models. Especially for streets (signs, traffic lights, ..), stores, interiors. And of course for traps and doors!
And I even made waste containers!
High Resolution Textures
For the models are increased the texture resolution to 1024x1024.
Physic Engine
We completely replaced the physic joint system with a new one. Will allow support for better doors, cars and trains.
Caves
Mostly finished, but I still need to tune it. There are too much cave entrances on the top of the landscape!
Placement of entities will be the next step:
Mod Support
Instead of using Java for mods we are working on a visual programming language (but of course you will still be abled to use Java)!
So here are the new cave rooms in action! The rooms aren't hand crafted, instead they were made by a generator.
Originally I made 3D models for the rails. But as the rails need to be abled to adapt to the ground dynamically this was not flexible enough. Today I made a dynamic rail generator.
I wish everyone a Merry Christmas! Be nice to each other!
First experiment of the new minecart system. Still better than the old one, where the minecart derailed all the time!
Perhaps you noticed that it was a little bit quite in the last months. The reason for this was that we did a relocation of the company. We are now based in Ulm instead of Ravensburg (both cities are in germany) Research Project The game is now my research project at the University of Ulm. The topic of my PhD thesis will be the improvement of the AI for the game. Upcoming Stuff A lot of things are in development which will be in the upcoming releases:
Working on a new cave generation algorithm, which will make the caves more game like! And for the city generation we created about 20 different buildings. And new furniture, items are also on the way. Mainly for the interior of cities. And we uploaded new tutorials regarding modding: How to create a mod and change the world texture: https://www.youtube.com/watch?v=qaLCHQ0z_hU Change model texture: https://www.youtube.com/watch?v=spjrt5E-38E Change model: https://www.youtube.com/watch?v=_3UANcYGspc Add new material to model: https://www.youtube.com/watch?v=gk2PMgE1u4U I need to update the game in order for these tutorial to work which I will do in the next days!
We upload a new version of the SDK: - Fixed FloodFill crash bug in Rapid Painter - Added ConvertModel Menu Item in the 3D Editor for easy import of models from blender - Translated menu items from german to english And we uploaded a bunch of basic tutorials: https://www.youtube.com/watch?v=9d-C1qzW1s0&list=PLpGxTY26RrmTplw0Pk7jqr41nCL6ddQe5 Here you can also learn how to import models. And we also made 2 tutorials regarding the rapid painter: Basic Introduction: https://www.youtube.com/watch?v=9Xt090ifgUQ How to change the world textures in the game (part1): https://www.youtube.com/watch?v=JUUhnGsjij0 Our wiki and the homepage got hacked. The wiki is currently down. We are working on a solution!
So the first version of the SDK is finished and uploaded into the unstable branch. It comes with the following:
The texture editor for the mod sdk is finished. That means that the textures of the game can be modded in the next version.
We started with the creation of a mod SDK. The model importer is already working. The 3D editor is also finished we only need to pack it.
Added new shapes and the possibility to place ramp corners on walls.
Added tool tips to the inventory and changed the background for a better visibility.
AI research is really interesting. I learned in the last a lot of stuff in order to be able to use it in our game. I even know now how the mars rover AI system works. I think we can use a simplified model for our game. And some other guys even used logic formulars in order to create dungeons. That is really cool! The goal is to create NPC's which manage their own daily routine based on their needs and the player behavior. Ah, I should not forget that we now have a 2D street generator. It only needs to be ported to 3D. The street generator is based on german streets and will use similar signs, road markings, street lamps, ...
Test of the house generator: One house with different designs!
The first CTF map is finished. Here is a screenshot of the map in editor (which we will also release so that you can make your own maps):
The game automatically creates the vegetation (plants, trees, stones, caves) once the map is loaded. So where the dirt like ground is there will be forest once the map is loaded.
This is the first experiment of an automatic generated house with the new roof:
Added a new world generator for a flat world made out of concrete! Useful if you do not want to build in a landscape.
I use it to develop the new houses!
I published a new update which contains the beta version of the multiplayer mode. It is not finished yet, but you can test it. The main problem is the lag correction, which means that the player on the server and on the client sometimes have different positions. So it can be hard to place things or shoot someone (you will miss the other guy). So the following new features are available:
So I screwed up all the old buildings patterns (they had the wrong size), so I created new ones. Now the test room looks better!
The buildings patterns are the elements out of which the houses are created. This can for example be a wall, a ceiling or a ground model.
So the scanned stones are working now. Perhaps I will put some of these more under ground.
Now there are also chests in the ruins (with treasures?)
With the same algorithm we will put chests, furniture, monsters in the dungeon.
And I tried to improve the house generator. But there is still much work to do:
I had the idea that I could use the house generator which we will use for the generation of the cities to generate ruins too. If this works we could create much more artwork.
Hmm, that seems to be to much destruction. This was once a nice little house.
A sunken boat under water! Where did it come from?
The algorithms we develop here will also be used when creating multiplayer maps!
Hint: If you give me downvotes, write me a little hint what you did not like. Else I can only guess!
Ruin placement system is working. Here are the first screenshots:
Unfortunately some ruins were placed under water. This is already corrected:
The new stones have still problems (hint: the stone pillar should be a rock).
Made 26 new stones, coded the algorithm in the world generator which inserts the new stones, and made new ruins. We even have stones which where scanned via a 3D scanner.
Made new ruins for the game (yes I know the expression "new ruins is not logical"). Will be used in the world generator!
We are also working on new stones which do not look so boring.
And we upload a quick fix yesterday (which solved the "sun too bright" bug).
Hey I posted an update which will mostly fix bugs: - Cracks in the landscape reduced - Weapons bugs resolved - The memory footprint is reduced - Speed improvements - The algorithm which creates the rivers is updated (new world generator) - The placement of the animals is updated (they now spawn in specific regions) - We can now generate patches for the game faster. - Fade in / fade out of the plants on the landscape - "Allow Undead" switch is corrected Hmm, I seem to have introduced some rendering bug in the last days (it is a little bit too bright). I will try to find a solution and then post a new update next weekend.
Here is a picture of our new background landscape out of voxels! Only the trees are still missing.
If everything works fine the background landscape will be kept in sync with what you build. So you will see your buildings in the distance!
We also did other stuff:
- New level editor (for us, so that we can build levels faster)
- Capture the flag mode (basic gameplay)
- The new background landscape can be disabled on old computers.
- We worked on new building shapes
- We debugged multiplayer
And we implement a new feature in our engine which will allow us to smoothly fade in the landscape!
First test of the new (full voxel) background landscape. Currently it is only stone but the overhangs are clearly visible.
Next step is that I put this thing in a seperate thread (currently it is in the main thread which is not so good).
So the world generator now creates the voxels for the far landscape. A 256 x 256 m segment takes about 5 seconds to generate. The next step is that the far voxels are visualised. Started with this today.
Worked on the last days on a new idea. If it works the bad looking far landscape will be gone. Instead you will see voxels till the sky. This will also close the last cracks and holes in the dungeons.
Yes! One reason for cracks in the landscape is resolved. A player found these and sended me screenshots. Thanks for this! Next we will improve the rendering of the world, so that when you are in caves you will not see the sky.
The red flag for CTF multiplayer:
The multiplayer map editor with a loaded landscape ready for editing:
By the way: I saw that someone did not like the tweet about the CTF mode. This mode is totally optional. You will always have the option to load any map and just build something together. I add it because I myself like CTF multiplayer.
Seems that the first multiplayer mode we will implement is CTF.
Created the foundation for different types of multiplayer modes. Thinking about CTF, Team Deathmatch, Conquest, ...
We uploaded the new release 1080 to Steam! Except of the multiplayer mode all features are activated! Here is the change log:
Singleplayer is finished for the next release. We now debug Multiplayer and already found some bugs.
The demo version is repaired. One navigation problem solved, new recipes added: http://www.staudsoft.com/?page_id=753
We put now on our homepage a list of the things which need to be done till the next release www.staudsoft.com The elements which are stroken through were resolved today.
The player has now hands which can be used to dig if no tools are available.
Debugging, debugging, debbugging, ... I simply don't know what to tweet else.
I know I should debug but today I added a lot of new models. Mostly food and different types of food. Adding new features is more fun as finding bugs. We nevertheless debugged a lot in the last weeks. The single player is working, except of the spawning system. This should work in the next days. Then we will again test all functions in multiplayer!
Debugging: The red deer is now working. I only need to shoot it for a last test.
So we made the view screen for the dedicated server. Seems that everything is fine but nevertheless we will debug it. #SyntheticWorld This is now the end of the implementation phase. We won't add any additional features for the next release. In the next weeks we will debug our code and when it is finished we will upload a new release.
The movement client prediction is now working, but I do not have any clue why :-( This means you can walk smoothly on the client when you are connected to a server. The first test of the dedicated server was also successful (but we need to polish a little bit the screen which is display when a dedicated server is loaded).
We made icons and models for the next release (ammo, flag for ctf, spawn-point, ...)
In order to support more players on a server we finished the polygon reduction algorithm for models. This means 10 times less polygons! This will however not change the quality of the models. We will use the lower resolution models when they are further away!
Multiplayer: Successfully logged in and out several times on a server without crash. But I still need to tune the speed... The player status is now saved when they logout. They will respawn at the same position if the area was not changed!
Oh no, I installed the wrong graphics driver which made my game terrible slow. Debugged the whole day until I realised my error. Nevertheless, we improved the speed of the game which is always good!
Debugging multiplayer is hard :-(. So much possibility for unreproduceable errors!
Multiplayer: So client prediction is now fully implemented. Next thing is debugging and then lag compensation. Lag compensation will help you to hit the guys you are shooting at when the lag/ping is big.
Smooth player movement in multiplayer: Worked on the basic implementation, hoping to reach the same quality as Counter-Strike.
The far landscape is now also transmitted in multiplayer. And the searching of the player start point is working too.
Cool: The server now transmits the landscape to the client in multiplayer. I could even dig into the ground, place torches and it was synced. Created a lot of icons for the new weapons. Will be in the next release. Now I only need to arrange them correctly for the aiming animation. Resolved a bug which prevented the usage of the inventory on the client in multiplayer. Read a book about game design. Planning what kind of multiplayer modes we could add.
Physic objects are now working in multiplayer mode. Lifted a box and threw it around.
Asynchronous loading and saving: The player will not notice any more when new parts of the world are loaded!
The GUI for the chat system is finished. And we also added a window which displays the current players on the server.
Implemented a basic chat system. Team chat will also be supported. The next step is to make the GUI for it.
Made the LAN discovery of multiplayer servers. Till now we had to enter the ip address in order to connect to a server.
Ok, got now that the inventory is displayed on the client. Had to start a mini server on the client on order for this to work.
So we are back! Login and shooting in multiplayer is working. Sad thing is that the other players only appear as walking underwear :-)
The flu has arrived in germany. We are all ill :-(. We will continue with the work on the multiplayer code once we are healthy again.
Bug fixing, bug fixing, bug fixing. At least the login process of the multiplayer mode is working.
Included now the RakNet network library in the game. Compiled without problems. Formely we used DirectPlay and then later Windows Sockets.
I wrote in the last month over 10000 lines network code. Today I finally reached zero compile errors in the network code. Next step is to debug it. The network mode is working till I fire a weapon. Then it crashes. But we will solve this problem too.
Made the first human NPC. He already holds his weapon and can walk!
Worked today on a new HUD element which will display which enemies have noticed the player.
Have a Merry Christmas! And I hope you all got nice gifts.
We implemented an algorithm which will allow the player to hide in a shrub in order to sneak around the enemy.
Started to add new abilities to the monsters: better sense system, dynamic awareness, only attack/flee when provoked, react when hurt,...
So, we implemented a new system for the selection of attack behaviours. And we coded on the multiplayer system.
I debugged today the algorithm which calculates the throw vector for the stone of the ape. The player is now hit precisely in the middle.
I always wanted to have a monkey in my game and so I added one. Basic stuff is implemented. Only the "throw a stone" algorithm is missing!
The grenade launcher is now working. And we made a new explosion effect!
So added now specific particle effects depending on the material type when shooting on a surface.
Yes, muzzle flash and the ak47 in action. No crates were hurt in the making of this photo!
Fighted today with the new grenade launcher. The grenade does not want to fly in the correct direction.
Create a lot of sounds for the new weapons: gunshots, reload sounds, ammunition sounds, ...
Fighted today with the correct position of the muzzle flash. One matrix in the animation system is not correct.
Game Development: Successfully tested the AK47 on a frog. He wasn't happy about it.
Worked in the last days on a new weapon logic. With aiming, zooming, reloading, heat, ... and the first basic version is working.
Made some designs for the sniper rifle. Particular for the zoom.
So we have 3 new weapons! We made an AK47, a shotgun and a machine gun. Complete with new animations! Next are the ammo clips...
Today we did a lot of work on the collision system. Our goal is that the monsters like the bear, or the wolf do have it's feed on the ground
So the wolf has now a jump attack and he will try to you push of cliff if he can :-). And guys we started with the sheep!
In the last two days I had some great ideas about the city generation. Fleshed out which types of buildings will be in game.
We plan to post more tweets on Steam so that all of you are more up to date! Here is the first one: So we also added a throw and jump prediction algorithm. This will allow our monsters to aim and throw objects.
Hey guys, as you may have noticed we uploaded an update!
Here is the changelog:
- Complete new voxel renderer
- Up to 120 fps on our machines
- Multithreaded world generation
- Street and way generation
- Dungoen generation
- New improved inventory which reduced micro management
- Improved the speed of the physic engine by factor 10
- New thread library which improves speed
- User space synchronisation of threads (10 times faster than critical section)
- Improved speed of world generation
- New shapes which you can use to build
- Corrected errors in old shapes
- Update to recent version of bullet physic engine
- Updated to SDL2
- Memory manager which improves speed and reduces memory footprint
- Country generation
- Dungeon name generation (but I think the names aren't displayed yet).
- New level of detail algorithm for landscape and dungeon
- Improved java plugin support / added hooks
- Improved speed of string class
- Improved speed of animation system
- Bug fixes in the animation system
- Master of Materials now use relief mapping
- Navigation Mesh
- Complete new generation system for buildings
- Castle template set
- Templates for the dungeon generator
- The normal tools now do damage on enemies
So you see we updated really a lot. The voxel rendering system is completely replaced. So if you find any bugs just post it in the forum.
We did improve the inventory:
When you now select a block you get an overview over all recipes in which it is used. You can not only go to the recipe you can also craft it directly by clicking on the buttons in the info view.
This is of course only possible if you use the correction tool.
And in the recipe view you get an overview over all ingredients and how many you already have. If you do not have enough material to craft the recipe the ingredients is displayed red.
And here you can see that you can craft blocks by selected already made blocks of the same type.
And we also put the zombie in the game:
The green path is the navigation path of the zombie.
Here he is really near
Here he is too near. The pickaxe can hurt the zombie (in fact all tools will now do damage).
You will be abled to deactivate the zombies if you want to have a more suitable version for children for example.
Do you think that we should create a version with less blood? Is the zombie to scary?
Finally 60fps is achieved! And the new voxel rendering system is working!
The overall polygon count is reduced by the factor 10 and the level of detail of the trees and meshes is greatly reduced (the switch between lods is now barely visible). This not only means that we can render faster it also improves the speed of the physic engine (=> more monsters can walk around).
You see these 2 big blue triangles? The old algorithm generated 128 triangles to display the same surface.
And as we do not need so much information to create the triangles we could throw away half of the world generation algorithm. This means that world generation is now also faster. Will upload a new version soon.
Working on the new voxel rendering system. Looks nearly the same except it saves us a lot of polygons => higher fps
The polygon count has been reduced by the factor 6. And there are still a lot of possibilities to improve it further.
Hello and welcome back to our development blog. The topics today:
Hey here is only a short status report on what we are doing. Artifical Intelligence:
There was a nasty bug which prevent the usage of construction sets, chests, ladders, ... This has been solved und an update was uploaded.
Hey this is the new release 1.2.6. New is:
Ok, the last hand animations were not so good. Here is the update. I created different animations for nearly all the tools. I especially worked on the new knife animation (where both hands appear). And you can also checkout the new pistol model Here is the changelog:
The new hands and the new animations are working. Check it out:
https://www.youtube.com/watch?v=IxDG0-c-xKU
Here are some screenshots:
Welcome to our blog about the game Synthetic World. Today's topics:
The bug which prevented the usage of the learning points has been resolved. You can now use them again to increase your skills!
Only a quick patch: - Crash while fighting - Bed works again - Sign repaired
In the last month we of course where very busy. We added ton's of new features. And we finally solved the NPC model problem!
We uploaded a patch which makes our game compatible with Mac OS X 10.11. Check it out! New updates will follow soon ...
New construction system
We thought that boxes and ramps are a little bit boring so we searched for a way to add any shape. And so we implemented the new building blocks. They can be used like normal shapes . Just select a material and a shape and place it. For now you can add cylinders and quarter cylinders? We uploaded an unstable version. The icons are still missing and we will add more shapes. We thought that you should be abled to test it. Here is the video:
https://www.youtube.com/watch?v=wkAxtfW-OWs
This is an windows only update. Old versions will not be abled to load the converted maps!
The quarter cylinders
Binary XML
Till now we used XML for our save games. As this is sometimes very slow we introduced binary XML. When you now load a map with the new version it will automatically convert your old save games.
We will also use binary XML to save the data for the cities.
Increased Bitmap loading speed
We removed some bugs which made the loading of the textures slow.
WE WANT MULTIPLAYER!
The main goal in the next weeks is to add multiplayer support. We already started with the development of a network communication system. And we started to restructure the code of the HUD so that it is network ready.
MacOS X 10.11 - El Capitan
And we also have a very sad news. Seems that our game is not compatible with MacOS X 10.11. This is because Apple introduced a new security system which prevents the loading of shared libraries which are necessary for our game.
We will of course try to find a solution. But at the moment we even failed to simply install MacOS X 10.11 on our Apple computer. We also tried to install it in a virtual machine. We only got a black screen.
Then I went to my university and ask whether they have Apple computers with the newest software. The answer was no. No one really seemed to like them. The computer programmers even said: "We are computer scientists, we do not use Mac's."
But we do not give up!
Happy New Year (I know it's a little bit late, but the new animal did not work correctly so I could not post the news). In the new update (which should come out today, depending on the upload speed of our internet connection). We added:
I uploaded a new version to Steam which allows you to create your own custom maps. You can create in a paint program a heightmap and then use it to create a Synthetic World map. You can also define the vegetation level and the climate zones. 2 example maps are included. Have fun:
https://www.youtube.com/watch?v=PdeK3dI8nxg
1 pixel = 1 meter
The heightmap start at 64 m above the map ground and ends at 196 m. The water level is at 96 m above the ground. So the water plan equals in the height map the color (64,64,64) if (255,255,255) is white in your paint program (this is the case with Gimp). If (100,100,100) is white (like it is for example with Corel Draw the case) then (25,25,25) would be the water level. The height map is smoothed when loaded into the game.
Here is the example map which is included:
Heightmap:
Climazone (everywhere the same):
Vegetation Level:
And we also increased the speed of the world generator. And we also worked on computer generated houses and cities.
As you perhaps have seen the game crashed when the player attacked a mob or placed a torch. This bug has been corrected. And the boat is fixed too!
Release of Version 1.2.5
We released our newest unstable release! Here is what is new:
HDR Rendering
The HDR Renderer is finally working!
Color Correction
Depth of Field
Motion Blur
Underwater Blur
Fluent Water
Finally our game has support for fluent water:
You can collect it with a bucket:
And then place it again!
Beta version of the boat
The boat floats on the water. But be aware that the motor is not working correctly
New Textures
We replaced for example the sand texture:
Flash Light / Latern
Finally the flash light and the laterns are working:
In the last versions there were problems with the shaders.
Horizontal Bar
This is useful for building houses…
Complete rewritten animation system
The animation system has been completely rewritten. But we are still using old models so it won't be visible to you. In further releases we will add our new models
Bug Fixes
We also did a lot of bug fixes and small improvements. For example:
- Increased the loading speed of the textures
- Increased the world generation speed
- Improved the speed of the mesh rendering algorithms
- Water physics corrected
- Removed texture loading bug.
- Improved the memory management system
And a lot of other features are on the way!
Here is a video of our new fish. It is the first example of our new monsters for our game. It uses the new animation system which supports animations states and motion blending. This means that when the fish accelerates the animations are blended smoothly:
https://www.youtube.com/watch?v=b8gyoMgDR3c
And it also uses our new steering system. It consists of a set of modules which can be configured and combined depending on what kind of monster needs to be simulated. This way every monster will have it's own personal algorithms.
The editor you see at the beginning of the animation is our new in game editor. In later versions we will make it available to the modders.
So what is next? You see that the fish has currently only one type of behavior. We plan to change this by implementing a goal driven AI.
In the last weeks we only did bug fixing. I thought that it wouldn't be easy to implement a new animation system and an editor for it but I didn't expected that it would be so hard. Because some other systems were incompatible we had to reimplement them.
New AI system
As the new animation system will (hopefully) allow us to create better monsters we also had to improve the artificial intelligence. So we completely rewrote the steering algorithms. This time they will not only be abled to deal with monsters on the ground. Instead we also added support for flying and swimming entities. The fish is already swimming:
The screenshot is blurred because it was taken under water. This is not a bug it is a feature of our new HDR renderer!
New sensor system
And as the new steering algorithms support obstacle avoidance we also had to improve our sense system. This allows a monster to perceive its environment. We hope that this will also allow us to support flocking.
New collision system
And to support monster with a more realistic physics we also added a new collision system. This can be controlled by our in-game editor.
Visual programming
To improve the development speed our in-game editor supports now visual programming. For this we implemented over 50 different types of modules. Math, physics, animations, steering, … it's all there. So the new stuff can be accessed and controlled directly in the game:
Here is how the animation system for the fish looks like in the visual programming editor:
In later versions this editor can also be used to create mods for the game!
Other stuff
And of course we added other small stuff like „Small Signs“. These can be used to label your chests for example.
So what is next:
I am currently fighting with the state machine which drives the animations. Then the fish AI needs to be tuned. Perhaps we will add further animations. And then we want the add new monsters like the sheep, the wolf and the bear.
And then we have to test the new boat and do some minor bug fixes with the fluent water (there are currently big air bubbles in the water).
So it seems that we have much to do. I am sorry that we couldn't upload a test version. We simply changed a lot of internals of the engine.
Hello and welcome back. It has been a long time since the last announcement. But this only means that we were very busy. The basic features of the in-game editor are working and the same applies to the animation system. We can now import models made in Blender!
The editor
The editor can now display sounds, models, images and entities. Here is a screenshot:
And we also implemented a property editor (on the right!). This is the entity editing view. The new entity has only an ItemModul which displays a non animated model.
The basic undo system is also finished.
Animation System
When you followed me on Twitter you probably already now that we now can import meshes and skeletons from Blender. Here is a screenshot of the new fish which can now be loaded:
The next goal will be that we will give the fish a brain so that it acutally swims in the water. Hmm, the fish will be of course scaled down!
The new sheep could also be imported:
And we are working on an insect:
This model has still problems with the wings. We have not yet decided how we will use it. I am personally thinking about a small swarm of insects which will attack the player. But we will see if the engine can handle this.
Rendering System
To be abled to deal with the new models we had to change the code of the rendering system. We added better support for skinned models. Up to 3 bones per vertex are now support. And we compressed the transformation matrices which are used for the models. We are using now a combination of a quaternion and a position vector to represent them. This allowed us to increase the maximal bone limit from 30 to 60. If we need ever more bones we will use textures to save the matrices.
Bugs
And due to the help of gamers we found several bugs. The bed didn't worked correctly. It should reset your health to maximal. Instead it hurted the player.
And we found a very ugly bug in the world matrix. One player wasn't abled to place blocks on a bridge any more. We have not found the problem yet, but we are working on it.
And we added a horizontal bar shape. One player had the idea that this could help when building a model.
And then the flash light. Sorry, I simply forgot to add an recipe for it. So nobody couldn't craft it.
What's next?
We want to bring the advanced stuff to work. I am thinking here about the animation state machines, motion blending and the monster ai.
And we want to implement some of the suggestions players made!
So most parts of the upcoming version 1.3.0 have been implemented. We are looking forward to a lot of debugging in the next weeks.
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