Fragmented Galaxy

Welcome to the Fragmented Galaxy Website! This site is the home of Fragmented Galaxy (FG). Fragmented Galaxy is a massively multilayer online real time strategy game (MMORTS) which is currently in development. For an introduction to Fragmented Galaxy see the game section.

IRC

Internet Relay Chat. Chat with the devs and other interested players.

(Out of Date) Mac Client Video

Recent Forum Activity

Recent topics

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Most active topics

(started 1216511059|%O ago, posts: 10)
(started 1216693197|%O ago, posts: 8)
(started 1215035793|%O ago, posts: 6)
(started 1216524512|%O ago, posts: 1)
(started 1211766525|%O ago, posts: 6)

Recent posts (+more)

looks nice but can there be a better transition between jungle/forrest and the surrounding...
(by Craig Macomber 1216928058|%O ago, posts: 8)
looks nice but can there be a better transition between jungle/forrest and the surrounding...
(by tbg10101 1216926287|%O ago, posts: 8)
19.4 second render. I now have adjustable quality independent of mask resolution. This image has...
(by Craig Macomber 1216786101|%O ago, posts: 8)
18 Minute render. I think it looks a lot better than yesterday's 6 hour render. If you look at...
(by Craig Macomber 1216777125|%O ago, posts: 8)
Here is a larger render, took 41 minutes. I think most of the time was spend doing the smooth...
(by Craig Macomber 1216761501|%O ago, posts: 8)

News

More Planets

by Craig MacomberCraig Macomber 1216693197|%O ago (%e %b %Y, %H:%M %Z)

PlanetSample.png

Here is a small section of an in progress render. Currently the rendering process is very slow because it does everything at the maximum resolution everywhere, and uses a crummy slow 4D noise function. I finally got the layer management system organized enough to easily add rainfall and temperature layers to help keep the forests and deserts separate. Also, I have plans to do clever things like skip spending most of the time deciding to not render vegetation foe every under water pixel, and to vary the sample rates depending on the rate of change and visibility. This should boost speed by several times, and make all the edges sharper. With the current system, low sample rate (really fast) renders look great except for the edges, so this change should help a lot. I also touched up the texture positioning and scaling system so they should tile correctly when sections of the texture are rendered separately at arbitrary sizes. Also, it supports textures of arbitrary resolution and size, so the tile edges don't need to line up which hides the tiled artifacts pretty well.

Comments: 7 | category: Fragmented Galaxy / Game News

Planets

by Craig MacomberCraig Macomber 1216511059|%O ago (%e %b %Y, %H:%M %Z)

fgTextureSuperHD.jpg

Edit: Updated image!

I have successfully sampled the surface of a sphere travailing along the 4th dimension through a smoothed noise field. It is currently very slow, and has a few tiny flaws, but it will be improved. Maybe I will make a 4D optimization on the N dimensional noise field.

My texture mixing code works too, so things will be getting interesting.

Details about the meaning of this will follow, but for now, just know that we are working on stuff.

Comments: 9 | category: Fragmented Galaxy / Game News

Further HUD progress

by Craig MacomberCraig Macomber 1216182968|%O ago (%e %b %Y, %H:%M %Z)

I just added some minimal error handing to help out our HUD (heads up display) developers. I also wrote a simple editor tool. The HUD will eventually form almost all of the GUI for Fragmented Galaxy.

Tristan has made a great collection of graphics which we will be using. It is all going very well.

Comments: 1 | category: Fragmented Galaxy / Game News

HUD Progress

by Craig MacomberCraig Macomber 1215755670|%O ago (%e %b %Y, %H:%M %Z)

Among other things, I have gotten our script based GUI working. There is a lot more to be done, but the framework is done and working.

I also have been trying to squeeze the zooming bugs out of the 3D view, but they seem to prefer spreading and moving to coming out. Some stuff fixed, more stuff broken. That's how it goes…

Comments: 2 | category: Fragmented Galaxy / Game News

Fixes

by Craig MacomberCraig Macomber 1214437427|%O ago (%e %b %Y, %H:%M %Z)

First, I would like to thank all out testers who helped my document the bugs list on the downloads page.

Now that we have a bug list, it is time to fix them. I have patched most of those bugs I think, but some have been harder than others, and many are still left. The planet viewing bug has been particularly annoying. I have known for quite some time that my rendering system was only hacked to get star viewing to work, and it was no done right. In that system, there was no way to get planet viewing to work. To fix this, I just restructured the whole rendering system. Planet viewing now works, but I'm sure I broke many other things. Eventually I will patch up these bugs, and it should work again. When thats done, I will move on to making the planets look nicer, and forcing the background stars to render right (they currently get clipped for being too far away) when zoomed in.

I also got user names to no longer be case sensitive, and at least some non ASCII characters work in them now, but they somehow get converted into other characters when sent to the server. Some more work is needed to fix that.

Comments: 5 | category: Fragmented Galaxy / Game News

Formations and AI

by Craig MacomberCraig Macomber 1214202672|%O ago (%e %b %Y, %H:%M %Z)

If you look back, you will find some information about our AI framework.

This is a long way out, but will hopefully get done eventually.

Now that is good and all, but when applied to my new hierarchical fleet plan, things get very interesting very quickly. You get incredibly customizable AI that can quickly be applied through little more than drag and drop. What we are looking at is not just fleet or ship AI, but team work across all scales, as well as independence. One example is task specific automatic formation changes, as well as the option for ships decide to break formation in groups to perform tasks in smaller groups completely on their own. All of this will be fully customizable, but easy to customize quickly and very quick to use. Even with a few preset AIs and formations, literally unlimited combinations are possible. I just really hope this all works, because it is going to be so great if it does. I'm so excited I had to post something. Details will be made available when the rest of the developers and I approve the plan, and answer a few questions. Lots of other documents will also be made available soon.

Comments: 2 | category: Fragmented Galaxy / Game News

Bug fixes up - 1.4.1_33

by Craig MacomberCraig Macomber 1214087651|%O ago (%e %b %Y, %H:%M %Z)

I just patched the auto log in bug, and some others. The new version is up on the downloads page.

Comments: 1 | category: Fragmented Galaxy / Game News

New Release 1.4.0_31

by Craig MacomberCraig Macomber 1214024667|%O ago (%e %b %Y, %H:%M %Z)

Go download the new release!

You will need to create a new account. Try out all the new things! Right click stuff in the 3D view, play with the chat, control-shift click controls in the windows.

Comments: 7 | category: Fragmented Galaxy / Game News

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