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		<title>Fragmented Galaxy - new forum threads</title>
		<link>http://f-g.wikidot.com/forum/start</link>
		<description>Threads in forums of the site &quot;Fragmented Galaxy&quot; - An MMORTS game in the making</description>
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				<guid>http://f-g.wikidot.com/forum/t-113774</guid>
				<title>Hey Devs for this Game</title>
				<link>http://f-g.wikidot.com/forum/t-113774/hey-devs-for-this-game</link>
				<description>Hello, I always have trouble with Summeries</description>
				<pubDate>Wed, 17 Dec 2008 14:32:51 +0000</pubDate>
				<wikidot:authorName>Paladinofwar</wikidot:authorName>				<wikidot:authorUserId>224949</wikidot:authorUserId>				<content:encoded>
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						 <p>Anyway, this looks pretty cool. You got a player in me when it comes out. This is pretty neat. I have a few questions though. Will it ever be browser based? And When you say 3D does that mean you can fly around in a space ship and visit other planets while you build you planet in a city-building format? I'm not quite sure on that point. You say battles happen in 3D, so you can move them around and stuff?</p> 
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				<guid>http://f-g.wikidot.com/forum/t-103499</guid>
				<title>Planet Tool Design Delay</title>
				<link>http://f-g.wikidot.com/forum/t-103499/planet-tool-design-delay</link>
				<description>A small mistake.</description>
				<pubDate>Sun, 09 Nov 2008 02:58:56 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm working on a tool to let users design algorithms for generating planets. This concept is complex; I mistakenly focused too much what the planet appears to do, design a planet. This is not what it does, and thus I made a mistake. Currently the planet tool generates a series of layers that are used to generate the textures for the planet. What I need to do is have is a planet that accepts the series of layers that define the algorithm, and use them to texture itself. Basically I need split the cashed information and save it as part of the planet, not a layer, and use data from the planet when generating everything. It will take a few hours of work to fix, so there will be some delays.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-99072</guid>
				<title>Does the Windows version even WORK?</title>
				<link>http://f-g.wikidot.com/forum/t-99072/does-the-windows-version-even-work</link>
				<description>I seriously CANNOT undestant what&#039;s going on AT ALL.</description>
				<pubDate>Wed, 22 Oct 2008 13:38:04 +0000</pubDate>
				<wikidot:authorName>NeatNit</wikidot:authorName>				<wikidot:authorUserId>226045</wikidot:authorUserId>				<content:encoded>
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						 <p>I am aware that no-one is online in it, and that it's not the final release, but can I at least know what I'm doing?</p> <p>First of all, it crashes ever 2 minutes. Apparently relates to the music checkbox. I stopped using it and had it playing in the background by some music program, no biggy.</p> <p>But from the video I saw, the Mac version has more options, and makes more… sense.</p> <p>Is this what I'm supposed to see?<br /> <img src="http://img397.imageshack.us/img397/9893/fgia4.png" alt="fgia4.png" class="image" /></p> <p>Also, resizing the window messes up the chat and view colonies buttons.<br /> <img src="http://img362.imageshack.us/img362/578/fg2gr9.png" alt="fg2gr9.png" class="image" /></p> <p>Anyway, all I (barely) manage to do is move the camera and start colonies. They don't appear in the show colonies button. I have no idea how to make a ship. Also I have to look at one planet from really really close just to have a chance to right-click it and start a colony. It's almost always a single pixel.</p> <p>Basically, I doubt you worked on the Windows version seriously.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-98024</guid>
				<title>Google Support Number?</title>
				<link>http://f-g.wikidot.com/forum/t-98024/google-support-number</link>
				<description></description>
				<pubDate>Fri, 17 Oct 2008 19:27:44 +0000</pubDate>
				<wikidot:authorName>Crazy C</wikidot:authorName>				<wikidot:authorUserId>39899</wikidot:authorUserId>				<content:encoded>
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						 <p>Does anyone here know the support number for google? I'm having a few problems with Youtube.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-95148</guid>
				<title>Planet Tool Progress</title>
				<link>http://f-g.wikidot.com/forum/t-95148/planet-tool-progress</link>
				<description>It is coming together.</description>
				<pubDate>Tue, 07 Oct 2008 02:22:00 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/PlanetTool.png"><img src="http://f-g.wikidot.com/local--resized-images/start/PlanetTool.png/medium.jpg" alt="PlanetTool.png" class="image" /></a></div> <p>Now if only all those options did stuff! It is certainly not done, but it is beyond a simple GUI mock up (the undo menu for example does work, and so does redo). The image displayed is generated (in less than a second) by the functions and layers listed, but you can't really edit them to a reasonable extent yet.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-94947</guid>
				<title>Slow Progress</title>
				<link>http://f-g.wikidot.com/forum/t-94947/slow-progress</link>
				<description>We have been rather busy with other things.</description>
				<pubDate>Mon, 06 Oct 2008 03:46:14 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>For most, if not all of our active developers, school has started. This, along with my many other projects, has delayed my progress quite a bit. Stuff is going forward however.</p> <p>Thanks for reading. Come back when we have some real news. There will be interesting news in not too long. Maybe in a few weeks, maybe less.</p> <p>For now, some random thoughts to keep interest in the project:<br /> It would be possible to have layers in the planet data that reflect mood thus effecting the music.<br /> We can have binary (and more) star systems with planets in both types or orbits (around the stars and around the barycenter (center of mass of the stars)). The current orbit system can handle this just fine, but some changes elsewhere would be needed. Don't go looking for a 2 star 2 moon eclipse screen shot tho, its very unlikely!<br /> The economy will have shipping prices, tariffs, embargoes and such. Thus all the resources will have varied prices in different locations.<br /> Weather and seasons on a planet can effect combat stats, resource production, and other things. For example, food could get expensive during drought or harsh winters, mining can become expensive in wet seasons, population growth can slow or even reverse when conditions suck. Very small forces can have a bonus vs. Large armies in the dark (night or arctic circle in the winter, maybe even when its really cloudy) for stealth reasons.<br /> The hierarchical AI will allow ships to act on their own and in group effectively at the same time, as well as group of groups etc. The level of individualism for ships and groups for various factors will be player set along with priorities for ships and groups.<br /> The blind growing tech tree will allow open the possibility of discovering a never before seen technology. Once discovered, it could be kept secret, but using it in the presence of others makes them more likely to discover it.<br /> Using technologies a lot can increase their bonuses to things that use them.<br /> Player will be able to set up extensive treaties, as well as actions triggered by their violations and other triggers.<br /> With the cost of controlling planets increasing with the size of your nation, the quality of planets will be more important than their quantity. The higher quality planets will reside closer to the center of the galaxy usually. Thus, a player can ether engage in heavy PVP there, or spend more time exploring the rest of the galaxy to find valuable resource rich planets.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-92966</guid>
				<title>Overlord220</title>
				<link>http://f-g.wikidot.com/forum/t-92966/overlord220</link>
				<description></description>
				<pubDate>Mon, 29 Sep 2008 02:50:07 +0000</pubDate>
				<wikidot:authorName>Anonymous</wikidot:authorName>								<content:encoded>
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						 <p>Hello everyone I'm Billy; I talked to Phenoca about joining after I found FG on gamedev.net. It looks like you guys have made a lot of progress . So Ill just copy and paste the email I sent to Phenoca and would love to be on the team.</p> <blockquote> <p>Hey there. I'm very interested in your project. I am a writer/designer<br /> and have written for one semi sci-fi themed MMO and a full sci-fi MMO.<br /> One of which I still have my writings saved.</p> <p>I program little to none, but seeing as your are using REALbasic it<br /> doesn't look to different than BLITZbasic that I have piddled with.<br /> Again I have tinkered in 3ds max but nothing really came of it, but I<br /> know the basic interface and functions.</p> <p>About a month ago I started designing my own game that is very similar<br /> to this and would like to merge some ideas or if anything just put them<br /> out there. My version was most likely going to be done in BLITZ with a<br /> 2D gui that had no combat; I was trying to go for a EVE online feel with<br /> nothing but heavy economy and strategy.</p> <p>Anyway before I start to ramble I would love to be considered for joining.<br /> -Billy</p> </blockquote> 
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				<guid>http://f-g.wikidot.com/forum/t-90494</guid>
				<title>Back to work</title>
				<link>http://f-g.wikidot.com/forum/t-90494/back-to-work</link>
				<description>HUD Progress</description>
				<pubDate>Sat, 20 Sep 2008 01:08:45 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I hadn't worked on FG for a while, but now I'm back working on the HUD app. I need to implement frame types, then scripts, and add some script functionality. That should get it working, but it will need optimizations and more functionality for the scripts to access.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-87535</guid>
				<title>New Server Build</title>
				<link>http://f-g.wikidot.com/forum/t-87535/new-server-build</link>
				<description>I switched to a new server build</description>
				<pubDate>Tue, 09 Sep 2008 01:12:00 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>You should notice little different, but I changed over to a new server build. It process the ground combat data less often (1 every 10 seconds instead of every second). Also the UPS (updates per second) that currently don't do anything will be lower. The new server averages about 7% CPU on our old 1.25 ghz server. Eventually I'll do GC interpolation so it will change smoothly instead of just updating occasionally. Once that is done, the update rates can be lowered much further.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-86936</guid>
				<title>Pricing</title>
				<link>http://f-g.wikidot.com/forum/t-86936/pricing</link>
				<description>How will FG make money.</description>
				<pubDate>Sun, 07 Sep 2008 02:18:27 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Edit: This thread got linked by MMORTS.com, so visitors from there, welcome. Feel free to post here, or make a new thread<br /> <a href="http://f-g.wikidot.com/forum/c-15171/game-play">in the game play forums</a>. We will welcome any thoughts about game pricing, subscription models, ads, and related subjects. Don't feel required to read this whole thread first because its way too long.</p> <p>As you probably know, running a server takes money. As you also probably know, we have spent a lot of time on FG and will continue to do so. Because of this, eventually Fragmented Galaxy will need to generate some income. I posting this here on the public forums, because the players are greatly effected by how payments work. We are fully open to suggestions at this point.</p> <p>I do have some ideas for how it could work.</p> <p>I think it is important to not charge people until we have a game that is stable enough that it will not lose their data, and will be available most of the time. Once this point is reached, I think it is a good time to start accepting donations, but not nagging or anything.</p> <p>Once the game is pretty much fully featured and onto a fast server, it will be time to evaluate a payment scheme. If donations have not reached the volume we want, something new will be needed. I personally think it is valuable to let people play for free. It greatly boots the user base for one thing. The question is then: what would be different for paying customers? Restricting non paying players in some way makes the game unfair, and adding some non game play effecting difference would also not be good as it singles out non paying players, and often offers too little incentive to pay.</p> <p>Thus I propose a multi server system. We offer a free server tuned to allow very few ships (3-8 or so), and control over very few planets. We might even adjust some other things to keep the CPU and band width lower such as lowering update rates and such. Basically tho, it would be a full version of the game, but scaled to load the servers less, and limit players sooner. It would also probably have a more limited non growing tech tree so new players just joining the check out the game could catch up pretty quick. We would then offer a pro paid server that allows nations to grow much larger and more powerful. It will be tuned for long term play, and have a much higher server load per player because of the higher colonized planet and ship counts. Paying players could play of the pro server, as well as the free one. We could also offer a server resembling the free one tuning wise, but only for paying players. Probably the free server would get by far the most players, and cost the most to host, but the other servers could pay for it, and when the system gets overloaded, or the server costs get too high, we can do stuff to the free server like adjust the tuning and update rates, without feeling like we are preventing people from getting their money's worth. The free server (or a clone of it) would also make a very good high load testing/beta server.</p> <p>Please post your thoughts on the subject here, so we can make sure our players are as happy as possible when the time to collect money comes (not gonna be soon).</p> <p>(Developers, as far as what we do with the money, see the Dev forum. I'll make a post there soon.)</p> 
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				<guid>http://f-g.wikidot.com/forum/t-86673</guid>
				<title>College!</title>
				<link>http://f-g.wikidot.com/forum/t-86673/college</link>
				<description>I&#039;m here...</description>
				<pubDate>Fri, 05 Sep 2008 18:39:51 +0000</pubDate>
				<wikidot:authorName>tbg10101</wikidot:authorName>				<wikidot:authorUserId>34415</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey! I'm at MSOE now. There has been a setback tho. the school laptop doesn't have a 6 pin firewire so I have to get an adapter to the 4 pin. that will come in a few days.</p> <p>Se you in a while!</p> 
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				<guid>http://f-g.wikidot.com/forum/t-85800</guid>
				<title>HUD and Planet tool approaching usable.</title>
				<link>http://f-g.wikidot.com/forum/t-85800/hud-and-planet-tool-approaching-usable</link>
				<description>The HUD and the built in editing tools are going well, and so it the planet tool.</description>
				<pubDate>Wed, 03 Sep 2008 00:43:15 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Currently I'm working on the planet tool. I just generalized the later cashing system. Now the cashing system I made for noise can be used on any function in any layer. This means we can have much faster secondary updates, so animated stuff will be much faster. (Hum, animated clouds effected by day/night wind patterns… That has to come after paced sampling, vector layers, and some new noise functions tho)</p> <p>The HUD is also going well. I finished up the frame management that handles all the objects. Now I need to install Tristan's editor, and get scripting working. That's about it really, tho getting scripting fully functional will be lots of work. Once the HUD is up and running, we will have to add features like the edit field Matt has been working on, scroll bars, data handling tools and lots of other stuff. It is going to be a long and hard process, but it is well defined and certainly within our abilities.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-85798</guid>
				<title>Site fixes and cleaning</title>
				<link>http://f-g.wikidot.com/forum/t-85798/site-fixes-and-cleaning</link>
				<description>The main page was to crowded, so I fixed it.</description>
				<pubDate>Wed, 03 Sep 2008 00:34:23 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>There was too much stuff on the main page, so I shorted up the sections and added pages for the additional news posts and forum activity. I also fixed some other things like the RSS links in the nav bar.</p> <p>Soon we will be fixing up the content in the game play section as well.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-84975</guid>
				<title>HUD Redo and Ground combat design</title>
				<link>http://f-g.wikidot.com/forum/t-84975/hud-redo-and-ground-combat-design</link>
				<description>Remaking the HUD system</description>
				<pubDate>Sat, 30 Aug 2008 08:11:52 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Expect some delays. We are redoing the whole HUD system. Once finished it will be much faster, and will feature a live in game editor.</p> <p>On another note, we finally came up with and agreed upon a ground combat system. Basically it will allow you to put your nations borders where ever you want, and various settings will determine of there is war or peace where theirs overlap. Scattered across the planet, created by players, are facilities, which extract resources and hold your population. In war zones, the facilities are contested and control can slowly be transferred.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-82262</guid>
				<title>Planet Tool</title>
				<link>http://f-g.wikidot.com/forum/t-82262/planet-tool</link>
				<description>I just put up a new page.</description>
				<pubDate>Mon, 18 Aug 2008 04:19:50 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Check out the <a href="http://f-g.wikidot.com/planet-tool">planet tool</a> page, and let me know what you think.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-80117</guid>
				<title>In-Game Mail Interface</title>
				<link>http://f-g.wikidot.com/forum/t-80117/in-game-mail-interface</link>
				<description>A taste of the GUI...</description>
				<pubDate>Fri, 08 Aug 2008 06:00:14 +0000</pubDate>
				<wikidot:authorName>tbg10101</wikidot:authorName>				<wikidot:authorUserId>34415</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi! I'm Tristan, the interface guy. I'd like to give you a taste of the <a href="http://f-g.wdfiles.com/local--files/start/Mail.png" >GUI</a> that I am designing. This is a concept graphic for the in-game mail system. I have elected to go with a simple, clean, and elegant style that goes right along with the futuristic aspect of our game.</p> <p>Enjoy!</p> <p>-Tristan</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-79316</guid>
				<title>HUD, Planning and Planet progress</title>
				<link>http://f-g.wikidot.com/forum/t-79316/hud-planning-and-planet-progress</link>
				<description>More done, more to do!</description>
				<pubDate>Mon, 04 Aug 2008 22:02:53 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Tristan and I have been working on refining the API for the HUD scripts, and he has been doing a great job putting together nice looking windows (we have menus with working buttons now).</p> <p>Matt has been carefully breaking up the project into a series of Ages which will be released as we add features, as well as documenting the features they will have. This basically provides a development plan.</p> <p>I have been working on the Planet Tool which will allow anyone to design and algorithms for procedurally generated planets. These designs will then be exported, and used in game, though the planet tool could have lots of other uses (like making high resolution movies of planets evolving over time, generating premade planets with varying LODs for other games, landscape texture generation etc.)</p> <p>Currently the planet tool is just a GUI that does not really do anything, but I have finished coding the multiple undo/redo engine, and am working on the data export/import setup. The planet app is going to use an improved sampling system, with hierarchical layers which should allow many more layers without hurting speed too much. This means things will look good at high zooms. Scattered trees can be placed on forest edges for example. Another neat is past sampling. Because the planet is 4D (changes over time) you can simply sample the past and use it in the functions. This means you could have a HabitatForest layer which you sample at different times to get the forest age. This allows neat things like environmental latency around events (Vegetation takes time to recover and adapt). When combined with impacts, droughts, fires, ice ages, etc it could be really neat, but that level of complexity might be too slow for real time in game stuff (but still fun in the planet tool!). Also of note are planet condition properties such as season, solar input, mass etc. which can be used to effect planets so their content matches the planet's placement and properties in game.</p> <p>That's all for now!</p> 
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				<guid>http://f-g.wikidot.com/forum/t-76698</guid>
				<title>HUD Progress</title>
				<link>http://f-g.wikidot.com/forum/t-76698/hud-progress</link>
				<description></description>
				<pubDate>Sat, 26 Jul 2008 02:34:15 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/HUD.png"><img src="http://f-g.wikidot.com/local--resized-images/start/HUD.png/medium.jpg" alt="HUD.png" class="image" /></a></div> <p>Here is a shot of our HUD in full screen with the Main Menu up. As you can see, the menu is clearly not done, but at least it works! The window background is also slightly transparent so you can see a star shining through. The buttons now have up and down graphics, so they look pushed in when you click them.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-75835</guid>
				<title>More Planets</title>
				<link>http://f-g.wikidot.com/forum/t-75835/more-planets</link>
				<description>Better tuning, more layers!</description>
				<pubDate>Tue, 22 Jul 2008 02:19:57 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/PlanetSample.png"><img src="http://f-g.wikidot.com/local--resized-images/start/PlanetSample.png/medium.jpg" alt="PlanetSample.png" class="image" /></a></div> <p>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.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-75511</guid>
				<title>Graphics Suggestions</title>
				<link>http://f-g.wikidot.com/forum/t-75511/graphics-suggestions</link>
				<description>For those not experienced in 3D-rendering</description>
				<pubDate>Sun, 20 Jul 2008 03:28:32 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>Hey, I know that recently Craig Macomber has spoken of some awesome-detailing for zooming Level-of-Detail for planets, and awesome computational support for awesome planet-texturing.<br /> He doesn't want to follow Tristan and my suggestion of using simple icons.<br /> Well, here's my rebuttal: <a href="http://www.bay12games.com/dwarves/screens/world_map1.PNG">http://www.bay12games.com/dwarves/screens/world_map1.PNG</a></p> 
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				<guid>http://f-g.wikidot.com/forum/t-75499</guid>
				<title>Planets</title>
				<link>http://f-g.wikidot.com/forum/t-75499/planets</link>
				<description>Planets and their Textures</description>
				<pubDate>Sat, 19 Jul 2008 23:44:19 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <div class="image-container floatleft"><a href="http://f-g.wikidot.com/local--files/start/fgTextureSuperHD.jpg"><img src="http://f-g.wikidot.com/local--resized-images/start/fgTextureSuperHD.jpg/medium.jpg" alt="fgTextureSuperHD.jpg" class="image" /></a></div> <p>Edit: Updated image!</p> <p>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.</p> <p>My texture mixing code works too, so things will be getting interesting.</p> <p>Details about the meaning of this will follow, but for now, just know that we are working on stuff.</p> <div style="clear:both; height: 0px; font-size: 1px"></div> 
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				<guid>http://f-g.wikidot.com/forum/t-74653</guid>
				<title>Further HUD progress</title>
				<link>http://f-g.wikidot.com/forum/t-74653/further-hud-progress</link>
				<description>Progress! :)</description>
				<pubDate>Wed, 16 Jul 2008 04:36:08 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>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.</p> <p>Tristan has made a great collection of graphics which we will be using. It is all going very well.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-73904</guid>
				<title>Tactical RTS Games</title>
				<link>http://f-g.wikidot.com/forum/t-73904/tactical-rts-games</link>
				<description>Discussion</description>
				<pubDate>Fri, 11 Jul 2008 23:15:36 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>There is a game called Final Fantasy VII for the DS.<br /> But that's not the sentence I wanted to start on :)<br /> In fact, it was more of me typing what I meant to say in the next paragraph, just as one might accidentally type the next word in the sentence sentence when they meant to use the previous word :)</p> <p>Erm.<br /> So there is this game I loved to play called "Fanta Scape". It was a Tactical RTS, and I <em>loved</em> it!<br /> Only glitch was that you had to check the monster-positions when the (randomly-generated) map loads, so that you don't accidentally have "impossible" scenarios with monsters on islands (because characters can't swim :).<br /> Anyways, so this game is cool, and you control units.</p> <p>Now Square Enix clones this, and releases Final Fantasy VII for the DS!<br /> A complete clone, with graphical, storyline, AI, element-types, and item-equipping additions.<br /> But still a complete clone!</p> <p>Oh yeah, and I was saying this because I think both games suck because there is no community in either of them (not multiplayer :).<br /> However, I absolutely <em>love</em> the gameplay! It is unimaginable (if you haven't already played)!<br /> Yet without community, I won't play.<br /> I like players, not AI.<br /> Hmm, though I think I'll test the Final Fantasy VII AI this afternoon. Some games have really friendly NPCs :)</p> <p>Edit: The AI is really good :(</p> 
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				<guid>http://f-g.wikidot.com/forum/t-73761</guid>
				<title>HUD Progress</title>
				<link>http://f-g.wikidot.com/forum/t-73761/hud-progress</link>
				<description>The HUD works now, minimally.</description>
				<pubDate>Fri, 11 Jul 2008 05:54:30 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>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.</p> <p>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…</p> 
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				<guid>http://f-g.wikidot.com/forum/t-71777</guid>
				<title>Timjag&#039;s Feedback</title>
				<link>http://f-g.wikidot.com/forum/t-71777/timjag-s-feedback</link>
				<description>Forwarded from a conversation.</description>
				<pubDate>Wed, 02 Jul 2008 21:56:33 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>Give planets and systems a "click aura" to make them more clickable.</p> <p>Instead of calling it default view say galaxy view.</p> <p>The music is good but when it gets to the end it should be scraped slightly and used as a battle theme tune.</p> <p>Where it says your player name next to it should be Number of colonies.</p> <p>Other suggestions include using planet-icons, and colony-ships :)<br /> We also need a guide for how to make a colony.</p> <p>Thanks timjag :)</p> 
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				<guid>http://f-g.wikidot.com/forum/t-70097</guid>
				<title>Fixes</title>
				<link>http://f-g.wikidot.com/forum/t-70097/fixes</link>
				<description>Lots of bugs</description>
				<pubDate>Wed, 25 Jun 2008 23:43:47 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>First, I would like to thank all out testers who helped my document the bugs list on the <a href="http://f-g.wikidot.com/downloads">downloads</a> page.</p> <p>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.</p> <p>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.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-69393</guid>
				<title>Formations and AI</title>
				<link>http://f-g.wikidot.com/forum/t-69393/formations-and-ai</link>
				<description>Today I designed something...</description>
				<pubDate>Mon, 23 Jun 2008 06:31:12 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>If you look back, you will find some <a href="http://f-g.wikidot.com/forum/t-29475/ai-framework-works">information about our AI framework</a>.</p> <p>This is a long way out, but will hopefully get done eventually.</p> <p>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.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-69270</guid>
				<title>Log In Issues</title>
				<link>http://f-g.wikidot.com/forum/t-69270/log-in-issues</link>
				<description>Problems logging in</description>
				<pubDate>Sun, 22 Jun 2008 15:55:45 +0000</pubDate>
				<wikidot:authorName>Crazy C</wikidot:authorName>				<wikidot:authorUserId>39899</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm having a few problems with logging in. Even though I'm sure my account exists and I'm using the right password, it keeps on telling me that I'm entering an invalid user name or password. Could it be a computer or network problem? If so how can I solve it?</p> <p>Thanks in advance,</p> <p>-Conor-</p> 
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				<guid>http://f-g.wikidot.com/forum/t-69256</guid>
				<title>Error in Chat Dialog</title>
				<link>http://f-g.wikidot.com/forum/t-69256/error-in-chat-dialog</link>
				<description></description>
				<pubDate>Sun, 22 Jun 2008 14:02:48 +0000</pubDate>
				<wikidot:authorName>Matt R</wikidot:authorName>				<wikidot:authorUserId>34404</wikidot:authorUserId>				<content:encoded>
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						 <p>This is now the second time I've gotten the same error. It is a simple nil object exception when closing the chat dialog, much in the same way of what used to happen when closing the colonies window. The error occurs immediately after clicking the close button.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-69171</guid>
				<title>Bug fixes up - 1.4.1_33</title>
				<link>http://f-g.wikidot.com/forum/t-69171/bug-fixes-up-1-4-1-33</link>
				<description>I fixed some things</description>
				<pubDate>Sat, 21 Jun 2008 22:34:11 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I just patched the auto log in bug, and some others. The new version is up on the <a href="http://f-g.wikidot.com/downloads">downloads</a> page.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-69036</guid>
				<title>New Release 1.4.0_31</title>
				<link>http://f-g.wikidot.com/forum/t-69036/new-release-1-4-0-31</link>
				<description>1.4.0_31 is up!</description>
				<pubDate>Sat, 21 Jun 2008 05:04:27 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Go <a href="http://f-g.wikidot.com/downloads">download</a> the new release!</p> <p>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.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-68238</guid>
				<title>Soft Capping National Size</title>
				<link>http://f-g.wikidot.com/forum/t-68238/soft-capping-national-size</link>
				<description>Bureaucracy as a stat</description>
				<pubDate>Wed, 18 Jun 2008 06:32:38 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>We need to prevent players from winning. To do this we need a national size soft cap. To go with the story, large nations suffer from internal divisions. This could cause emigration, and loss of population which as a nation grows counters out growth slowly. Another option is to raise the cost of collecting labor (see <a href="http://f-g.wikidot.com/forum/t-68236/population-loyalty-and-the-labor-resource#post-199701">this thread</a>).</p> <p>One idea I particularly like is bureaucracy as a stat. Basically, the more stuff you control (mainly planets and large colonies), the more it costs to hold your empire together and govern it all. After a particular point, planets low in resources stop being beneficial to take because they cost more to govern than the resources collected are worth. This forces players to seek out the best planets and battle for them while protecting new players. (The other options also cause this benefit)</p> 
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				<guid>http://f-g.wikidot.com/forum/t-68236</guid>
				<title>Population Loyalty and the Labor Resource</title>
				<link>http://f-g.wikidot.com/forum/t-68236/population-loyalty-and-the-labor-resource</link>
				<description>What shall we do?</description>
				<pubDate>Wed, 18 Jun 2008 06:24:22 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>At the moment, land and population are properties of colonies. When you take land, you never take population.</p> <p>Anyway, our resource system considers labor a resource. Labor can be harvested from a population in a colony, and is very expensive to ship (commute or what ever). So what determines the price of extraction? The cost of living, and how much taxes you can get away with collecting. So we should make an equation that describes the cost of extracting labor from a colony. We can have food prices in there as a value, and population, military size (as a percent of the population), the land area, and some other things. For now we can use something simply, but we will need an equation when it comes time to implement the economy.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-67418</guid>
				<title>Upcomming Release</title>
				<link>http://f-g.wikidot.com/forum/t-67418/upcomming-release</link>
				<description>Coming soon!</description>
				<pubDate>Sun, 15 Jun 2008 05:07:44 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Both the mac and windows clients have been tested. Ground combat is working, though you can't do much. The new server that supports it is live. Today I improved the camera control a bunch, and also made solar systems only display when the camera is close enough that the planets are visible. This should not effect the appearance at all, but it should help FPS wise, and allow many more solar systems. Currently there are only a few solar systems because ground combat testing is annoying if you can't find any colonized planets. It can easily handle 200 stars on my computer now, and 1000 almost works ok. With some optimizations I'm confident that it could handle a lot more.</p> <p>Also, I only have two days of school left. Things are going to get really moving soon.</p> <p>Expect a new client supporting minimal ground combat soon. Expect a client supporting much more interesting ground combat in a few weeks. Also quite soon we will be posting lots of documentation pages on this site. We currently have 12 such pages written and they will have their content checked be approved to public display soon.</p> <p>If you want details, what I fixed in the client in the lat two days:</p> <ol> <li>Fixed random rolling of the camera when switching the focus</li> <li>Smoother focus changing</li> <li>Focus stays completely centered when orbiting</li> <li>Fixed a nil object exception in the ground combat GUI</li> <li>Fixed a networking bug</li> <li>Reorganized the client's code in an intelligent way</li> <li>Speed up solar system zooms</li> <li>Fixed the default view button (and zooming out)</li> <li>And some other stuff I can't remember at the moment.</li> </ol> <p>Other stuff done recently:</p> <ul> <li>Experiments with OpenGL</li> <li>Documentation of lots of stuff (Economy, GUI etc.)</li> <li>Set up an IRC room (there is a link on the <a href="http://f-g.wikidot.com/start">main page</a>)</li> </ul> 
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				<guid>http://f-g.wikidot.com/forum/t-66494</guid>
				<title>New Engine Rendering</title>
				<link>http://f-g.wikidot.com/forum/t-66494/new-engine-rendering</link>
				<description></description>
				<pubDate>Thu, 12 Jun 2008 00:07:45 +0000</pubDate>
				<wikidot:authorName>Matt R</wikidot:authorName>				<wikidot:authorUserId>34404</wikidot:authorUserId>				<content:encoded>
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						 <p>I've been working on trying to improve my use of detail in models. The engine model I have added to the <a href="http://f-g.wikidot.com/renderings">Renderings</a> is far too detailed for use within the game as a module, but images like it might be used for the intro movie or other decorations throughout the game. Enjoy!</p> 
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				<guid>http://f-g.wikidot.com/forum/t-65845</guid>
				<title>OS Incompatibility</title>
				<link>http://f-g.wikidot.com/forum/t-65845/os-incompatibility</link>
				<description>Windows 98</description>
				<pubDate>Mon, 09 Jun 2008 13:35:38 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>When using Windows 98, RuntimeError:<br /> ..\..\..\..\Common\loaderX86.cpp: 658<br /> Failure Condition: 0<br /> Executable is corrupt!</p> <p>Then when I try to continue:</p> <p>FG-CLIENT caused an invalid page fault in<br /> module &lt;unknown&gt; at 0084:00000001.<br /> Registers:<br /> EAX=00000000 CS=0177 EIP=00000001 EFLGS=00010202<br /> EBX=00000292 SS=017f ESP=0083fb34 EBP=0083fd94<br /> ECX=00000000 DS=017f ESI=00000000 FS=311f<br /> EDX=00000000 ES=017f EDI=00000000&nbsp;GS=0000<br /> Bytes at CS:EIP:<br /> 00&nbsp;00&nbsp;00&nbsp;00&nbsp;00&nbsp;00&nbsp;00&nbsp;16&nbsp;00&nbsp;1a 08&nbsp;65&nbsp;04&nbsp;70&nbsp;00&nbsp;65<br /> Stack dump:<br /> 00464116&nbsp;00000000 fb48fd94&nbsp;00000292&nbsp;00000000&nbsp;000088ae bff842b1&nbsp;00000001&nbsp;00000000&nbsp;00000000&nbsp;00274bff 001e5000&nbsp;011d1750&nbsp;00000000&nbsp;00000000&nbsp;00000000</p> <p>Anybody have an idea as to what happened?</p> 
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				<guid>http://f-g.wikidot.com/forum/t-65797</guid>
				<title>New Cruiser Model</title>
				<link>http://f-g.wikidot.com/forum/t-65797/new-cruiser-model</link>
				<description>First new model in a while!</description>
				<pubDate>Mon, 09 Jun 2008 05:24:30 +0000</pubDate>
				<wikidot:authorName>Matt R</wikidot:authorName>				<wikidot:authorUserId>34404</wikidot:authorUserId>				<content:encoded>
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						 <p>Since 3d space combat has been put on hold until the basic game is built, I had also put my modeling on hold. Well, tonight I felt like experimenting a little bit so I made a new ship model anyway. I was experimenting with a style that used multiple smaller components instead of building the hull out of one mesh. I also was using some new tools I learned of recently and played around with some render settings I didn't know Blender had, such as ambient occlusion (the shots with look a little cooler as a result).</p> <p>Hope you enjoy, but don't expect many more models since we still have lots of work to do to get our first release out. Here is a link: <a href="http://f-g.wikidot.com/renderings#toc3">Pics</a></p> 
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				<guid>http://f-g.wikidot.com/forum/t-65354</guid>
				<title>Graduated!!!</title>
				<link>http://f-g.wikidot.com/forum/t-65354/graduated</link>
				<description></description>
				<pubDate>Sat, 07 Jun 2008 22:06:09 +0000</pubDate>
				<wikidot:authorName>tbg10101</wikidot:authorName>				<wikidot:authorUserId>34415</wikidot:authorUserId>				<content:encoded>
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						 <p>Hoo-Rah! I finally graduated from Oshkosh West High School!</p> <p>BTW: I just got my drivers' license too!</p> <p>Now that school is out, I can finally start drawing up plans for mode interfaces!</p> 
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				<guid>http://f-g.wikidot.com/forum/t-64317</guid>
				<title>Design Progress</title>
				<link>http://f-g.wikidot.com/forum/t-64317/design-progress</link>
				<description>We have been planning!</description>
				<pubDate>Wed, 04 Jun 2008 04:39:26 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I just thought I should post an update, it has been a while. There has been lots of activity on the dev site. We have been documenting our plans, clearing up the design issues, and generally finishing the design for the game. It is going very well, and when we have approved the first round of documents, they will be posted here on our public site.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-64310</guid>
				<title>G2 License</title>
				<link>http://f-g.wikidot.com/forum/t-64310/g2-license</link>
				<description></description>
				<pubDate>Wed, 04 Jun 2008 03:45:13 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>I obtained my G2 License today, which allows me to drive cars in Canada.</p> <p>Now I can starting d(e)riving around some Ground Combat formulae!</p> 
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				<guid>http://f-g.wikidot.com/forum/t-62002</guid>
				<title>Homeworld Selection</title>
				<link>http://f-g.wikidot.com/forum/t-62002/homeworld-selection</link>
				<description>Random, or selective?</description>
				<pubDate>Mon, 26 May 2008 01:48:45 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>Are players homeworlds based on random chance, a selective algorithm, or the location that the player selects?<br /> Initially, do we want everyone starting-off in the same solar system, or on the same planet (and adding land-mass as new players colonize the planet).</p> <p>How many solar systems should the galaxy start-off with?<br /> (I recommend three, just so that we can have players starting diplomat arguments over territory in new systems, whenever the galaxy is expanded/new systems added.)</p> <p>Later on, initial colonization could be based on random variables, or even on a colony ship, or a choice between random-location and getting a colony ship (if you know someone in the game, or are a new player and want to start on a relatively unpopulated planet).</p> <p>Also, what was everyone's opinion on colonization of moons?</p> 
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				<guid>http://f-g.wikidot.com/forum/t-61845</guid>
				<title>Database Design</title>
				<link>http://f-g.wikidot.com/forum/t-61845/database-design</link>
				<description>I&#039;ve been laying out the database design.</description>
				<pubDate>Sun, 25 May 2008 06:15:46 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I was posting updates everyday for a while, I haven't posted one in the last few days. It's not because I haven't been working, but because I have had little to say. I have been designing the database structure for FG. That might not seem like too big of a job, but consider this: almost everything in the FG server is going to have to be completely persistent through server downtime. Everything has to be saved, and this is done in the databases. Basically every single object, and their relations to each other need to be in tables in databases. That means every trade route in the economy, every colony on every planet. Every ship and its status, design, parts, location, velocity and status. Every tech, and who know them, every AI setting and action, every player and their friends, and lots of other stuff. Now, I'm certainly not done, but I have designed a lot of it: 8 databases, 6 on the galactic level, and two that will exist for every inhabited solar system. These include over 60 tables and their many columns. By the time it is done, there will likely be more than 70 tables.</p> <p>So, yes, I have been doing something, and no, it is not what I was planning to do, or the most urgent task. A little bit of it should help me finish up the ground combat though, which is the current goal.</p> <p>Here is a link to some slightly out of date versions of what I have been doing: <a href="http://fg.98115.net:4520/~max/DatabaseGraphics_2008_05_24/">http://fg.98115.net:4520/~max/DatabaseGraphics_2008_05_24/</a></p> 
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				<guid>http://f-g.wikidot.com/forum/t-59781</guid>
				<title>Ground Combat Progress</title>
				<link>http://f-g.wikidot.com/forum/t-59781/ground-combat-progress</link>
				<description>First success</description>
				<pubDate>Thu, 15 May 2008 04:59:45 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Today I fixed up zooming in (smoothly) on stars to view their solar systems. I also added contextual menus to the client interface so you can right click stuff. For stars it lets you fly yo solar system, and for planets it lets you <strong>add a colony</strong>. Adding a colony sends the request to the server which then creates the planet if needed in the database, and adds a colony for the appropriate player. Next up is is viewing GC data for a planet, then editing settings and updating the data periodically to model changes in territory and such. After that, a minimal ground combat release followed by an attempt to get a fun version released. We are still looking to get the minimal version up this May.</p> <p>Edit: I updated the <a href="http://f-g.wikidot.com/development">development</a> page accordingly.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-58797</guid>
				<title>Back to Work and Future Plans</title>
				<link>http://f-g.wikidot.com/forum/t-58797/back-to-work-and-future-plans</link>
				<description>We had some idle time, but now I&#039;m back.</description>
				<pubDate>Sat, 10 May 2008 05:01:47 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Recently some of our developers (including me) have been very busy with school. Now that my tests are over, I will start working on FG again. Today I put some finishing touches on the (minimal) server side ground combat, so it should be ready for testing. To test it, the client app will need to try to add a colony to a planet. This includes selecting a planet. Rather than just test with a predetermined planet, I decided to polish up the 3D galaxy and get zooming to view planets working, which I did, and while I was working on it, I added some colors to the stars to add interest. There are some issues with the deep zooming, and I think I found a way to solve them and make in solar system ships and such easier in the future. I haven't implemented my solution, and the details are not very interesting, and somewhat involved so I wont bother with a description here. Anyway, with the zooming working, I just need to detect planet clicks (should be really easy) and then pop up a ground combat window for the clicked planet. Then, I will have to develop the window to allow adding and viewing colonies. After that, we will need to be able to generate a list of planets of interest (where you have colonies) and allow players to navigate to them (select planet for smooth quick flight through the galaxy) on the client. Then, we will add control of some parameters of the colonies to the players, and implement some real combat. At that point, we will release the game. To avoid having everything really spread out, we will likely reduce the number of planets and stars greatly so testing areas will be more populated.</p> <p>As far as a release estimate, I can not provide a time as I don't know how much work it will be, or how much time I will have for FG. I can say that it wont be this weekend, and it will probably happen before fall. Other than that, I would predict a minimal build with a ground combat interface will be up for the public in late May, and a somewhat fun release possibly in June (I get out of school in mid June).</p> <p>When looking more long term, I would expect a lot of progress this summer as the pieces that we already have being to fall together. Expect to see the music in game along with the ground combat, 3D galaxy, and maybe even an economy. We might even get some nice looking planets, and the basic ship design tools done by the end of the summer. After the progress we will make over summer, we will likely be ready to start building content such as models of ships and weapons, other graphics, technologies, stats etc. All that stuff is a long way out, but the path to it is clear, and we are heading the right way at an accelerating pace.</p> <p>It's fun to see, that galaxy, but to play, will make my day.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-58532</guid>
				<title>Fg</title>
				<link>http://f-g.wikidot.com/forum/t-58532/fg</link>
				<description>Another bad pun...</description>
				<pubDate>Thu, 08 May 2008 23:23:24 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>Fg = object1.mass * object2.mass / (object.displacement^2)</p> <p>Oh yeah :)<br /> Times 6.67</p> <p>Haha.</p> <p>Edit: I guess that's only funny in Canada, where "weight" is notated, F<sub>g</sub>.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-57562</guid>
				<title>Spaceship Directional Changes</title>
				<link>http://f-g.wikidot.com/forum/t-57562/spaceship-directional-changes</link>
				<description>When you want your spaceship to move somewhere.</description>
				<pubDate>Fri, 02 May 2008 23:03:10 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi, I need your help.<br /> I've thought of a (relatively) simple way of getting spaceships to change directions, but I don't know Craig's equation for moving along a circle.</p> <p>The variables that I use are:</p> <p>x, y, z coordinates of destination<br /> x, y, z coordinates of spaceship<br /> x, y, z component-velocities of spaceship</p> <p>My assumptions are:</p> <p>speed of destination is negligible<br /> initial speed of spaceship is greater than zero<br /> travelling the distance d (see diagram) will not affect the angle between the spaceship and its destination<br /> the spaceship's velocity is tangential (same direction) as its "front", so that if it sped-up, the direction would not change<br /> the guns of the spaceship are facing 90 degrees away from the direction of its velocity (thus, guns are mounted on the side, top, or belly of the spaceship, facing away from the spaceship's centre of gravity)<br /> the spaceships engines are at the spaceship's centre of gravity<br /> torque can be altered instantaneously (can be changed later)<br /> no acceleration due to gravity<br /> the distance between the spaceship and destination is much, much greater than ((360 degrees / maximum turn rate in degrees per second) * speed of spaceship in units per second) / 2(pie)</p> <p>rem change in angle required = angle between spaceship's direction and direction of destination, + 90 degrees (because spaceship is pointed towards the centre of the arc that it turned in)</p> <p>My most important assumption:<br /> Either:<br /> 1)the direction of the spaceship's velocity is perpendicular to the direction of the destination<br /> or<br /> 2)there is a way to derive a spherical trajectory using a 2D circle trajectory plus a required change in the z-axis (if assumption 1 is false)</p> <p>My end-product is:</p> <p>The spaceship rotates for one second so that it is now moving sideways through space<br /> The spaceship is pointed towards the centre of a circle, where 2(pie)*radius = perimeter = (360 degrees / maximum turn rate in degrees per second) * speed of spaceship in units per second<br /> The spaceship turns for time = change in angle required / maximum turn rate in degrees per second<br /> The spaceship is still pointed towards the centre of the circle, and its top, side, or belly is facing the destination.<br /> The spaceship is moving towards the destination, but not really<br /> for example, if the spaceship is travelling in the direction of +x, and the destination requires it travel in the directions -x, -y, -z, then:<br /> 1) the spaceship can turn in a circle, correcting its direction of movement to -x, -y<br /> 2) the spaceship can turn in a circle, correcting its direction of movement to +x, -y, -z<br /> 3) the spaceship can turn in a spherical trajectory (see important assumptions 1 and 2)<br /> 4) the spaceship can undergo two maneouvres!!! The first arc will correct x and y vectors, and the second arc will be a circle tangent to the z-axis</p> <p>Number 3 is too hard for me to program, since I've never learned spherical vectors.<br /> Number 4 will make the spaceship look it is doing the loop-de-loop (silly).</p> <p>Rem Speed remains constant throughout the entire process.<br /> I have some trigonometry (angles) and time variables mapped out in my head (spaceship turns during the second before it begins its arc).<br /> Unfortunately, I don't know Craig's equations for the displacement of a spaceship when given a circular trajectory (with radius and acceleration and location of circle's centre given).</p> <p><strong>Help!</strong></p> <p>Here is a diagram of what I have so far:</p> <p>The spaceship is in blue, pointing in the direction of the vertice of the blue arrow.<br /> remember that because the destination is so far away, θ1 = θ2<br /> green line is the distance the spaceship travels while turning (and NOT accelerating)<br /> in total, the spaceship travels 270 degrees - θ1 (270 degrees is an arbitrary value based on the spaceships initial direction)<br /> note: if the guns were on the left-hand side of the spaceship, then the spaceship would turn in a circle to the right 180 degrees - θ1<br /> once the required turn is complete, the spaceship stops accelerating, and is travelling towards its destination (if θ1 = θ2).<br /> circle radius (red) = ((360 degrees / maximum turn rate in degrees per second) * speed of spaceship in units per second) / 2(pie)<br /> Remember that this only accounts for x and y directions (or x and z, or y and z).<br /> I cannot due spherical coordinates, so I need help!</p> <img src="http://i253.photobucket.com/albums/hh63/Phenoca/phenocasstrafe.jpg" alt="phenocasstrafe.jpg" class="image" /> <p>I like this method of movement because when the spaceship wants to dodge a projectile fired from the destination (say it is targetting a ship) then the spaceship is in the optimal direction to thrust forwards and dodge this shot (like in the game Asteroids, you have to turn away from an asteroid before dodging).</p> <p>That was a heck of a post, and I didn't even start any trigonometry.<br /> I'm starting to see that Fragmented Galaxy is a large-scale project.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-56500</guid>
				<title>Phenoca Bought REALbasic!</title>
				<link>http://f-g.wikidot.com/forum/t-56500/phenoca-bought-realbasic</link>
				<description>It&#039;s true.</description>
				<pubDate>Mon, 28 Apr 2008 21:15:12 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>Guess what?</p> <p>…</p> <p>How did you know?</p> <p>They timed me out on the survey-response questions :(</p> <p>I need to send my Student ID Card now.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-53587</guid>
				<title>General progress</title>
				<link>http://f-g.wikidot.com/forum/t-53587/general-progress</link>
				<description>Ground Combat Update, In game help/encyclopedia functional</description>
				<pubDate>Tue, 15 Apr 2008 05:08:48 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I finally got the database stuff fully designed, and mostly implemented. I also checked in with Matt today and cleared up a few issues. It now looks quite straight forward to finish up the server side ground combat integration. It shouldn't take too long. I think the hardest part is likely to be allowing players to view and adjust setting in the client, and to reflect those changes in the server's database. That may be what looks hardest, but it shouldn't be very hard at all, so I think this is going to go very well. We already have functional general purpose networking, logins and tested player data storage (for logins), so there really is not that much to do before we have a minimal ground combat "game". It will be a bit more work to make something that is actually fun, but Matt is well on his way to having that developed.</p> <p>I updated the <a href="http://f-g.wikidot.com/development">development</a> page by the way.</p> <p>Also, I roughed out a good solid framework for implementing in game help using a wiki so it will be easy for the many developers, and even players if/when/where we let them. It is basically a web site, so you can view it in game, or with a web browser. I got a nice javascript written (my first attempt to do any javascript) that will allow it to include stats from our server. We don't have any data to display through it yet though. It will be in the next client release. I will try to get something usable up this week so we can start adding content.</p> <p>Also, generally speaking, I should have a lot more free time in about a month. I'm really excited about that is coming up in the near future for FG. The ground combat release is going to be great, and allow us to make much faster progress (more to work on at once). I can't wait to get started on planet generation, and I have some good (simple!) ideas for the (real time free market galactic) economy. When we have many (as many as we want, maybe millions) planets rendered in detailed 3D, a simply yet non limiting ground combat system, and a good economy, we will have a real fun game. Then we get to work on space combat which should be just as fun (and important) as the ground combat. Critical steps are being taken, plans are being laid; there is a great game in the makin', and it's going to get played.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-53153</guid>
				<title>Banned</title>
				<link>http://f-g.wikidot.com/forum/t-53153/banned</link>
				<description>For the first time that I can remember.</description>
				<pubDate>Sat, 12 Apr 2008 23:50:57 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>Yup, I got banned for repeatedly protesting the ban of my ally's account in another game.<br /> I spent last week organizing an eight-player synchronized attack on one target (which is why I've been inactive last week), and just before our attacks reach the enemy cities, the target accuses our most powerful member of cheating, and he gets banned, and we lose our battles.</p> <p>So I spent this morning protesting, and got banned because I'm not allowed to protest.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-52111</guid>
				<title>Admin of The Year!</title>
				<link>http://f-g.wikidot.com/forum/t-52111/admin-of-the-year</link>
				<description>The Best Admin</description>
				<pubDate>Tue, 08 Apr 2008 01:39:38 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>As Fragmented Galaxy nears its first anniversary (or did I already miss it?) we feel the need to vote for:</p> <h1><span>Best Admin of The Year</span></h1> <p>Craig Macomber - 3 votes<br /> Crazy C - 0 votes<br /> Matt R - 0 votes<br /> jiminy35 - 0 vote<br /> tbg10101 - 0 votes</p> <p><strong>Congratulations Craig,<br /> You are the Admin of The Year!</strong></p> 
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				<guid>http://f-g.wikidot.com/forum/t-51240</guid>
				<title>Camera View problems in 1.2.0</title>
				<link>http://f-g.wikidot.com/forum/t-51240/camera-view-problems-in-1-2-0</link>
				<description></description>
				<pubDate>Thu, 03 Apr 2008 21:50:20 +0000</pubDate>
				<wikidot:authorName>Matt R</wikidot:authorName>				<wikidot:authorUserId>34404</wikidot:authorUserId>				<content:encoded>
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						 <p>When I use the shift key to change to free rotation from the normal orbit mode, it does not revert back to orbit mode afterwards. So I can be orbiting around, then use the shift key to change my view, but it wont start orbiting again after i let go of the shift key - it will just continue looking around as if i've kept the shift key pressed the whole time.</p> <p>EDIT: ok, so it odes go back to orbiting if I double click on a specific object to orbit. This makes sense, but is unclear. I recommend changing the instructions so that people don't think they've messed up orbiting after they've used the shift-drag function.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-51015</guid>
				<title>Client 1.2.0_25 Released</title>
				<link>http://f-g.wikidot.com/forum/t-51015/client-1-2-0-25-released</link>
				<description>Better performance, less functionality</description>
				<pubDate>Thu, 03 Apr 2008 02:27:43 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>The new client is up on the <a href="http://f-g.wikidot.com/downloads">downloads</a> page. It is designed so that the whole galaxy is generated on the client. It now does nothing other than the galaxy, so the server load is really low. It will get the planets and ships back eventually, but expect ground combat first.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-50830</guid>
				<title>Ground Combat, On its way!</title>
				<link>http://f-g.wikidot.com/forum/t-50830/ground-combat-on-its-way</link>
				<description>The plans are laid, designs are made, it will be played. Soon you will crusade, let us hope it shall not be delayed.</description>
				<pubDate>Wed, 02 Apr 2008 08:03:05 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>I think I finally have a firm enough grasp relational databases to design a system that is not deeply flawed or horribly inefficient. I have pseudo-coded the database interfacing, and laid out the connections of the ground combat classes. I have documented the client server interactions, and every actions ether side can take, and that each side does for each event. I believe I have covered all that we will need, but some small details remain to get sorted out as far as actual message formats and stuff like that. I'm not sure how much time Matt has to work on this, but if I get too far ahead I can just go back to trying to get galaxy to planet zooms working.</p> <p>I have also made some updates to the <a href="http://f-g.wikidot.com/development">development</a> page.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-50795</guid>
				<title>FGopedia</title>
				<link>http://f-g.wikidot.com/forum/t-50795/fgopedia</link>
				<description>An encyclopedia about FG?</description>
				<pubDate>Wed, 02 Apr 2008 03:46:16 +0000</pubDate>
				<wikidot:authorName>tbg10101</wikidot:authorName>				<wikidot:authorUserId>34415</wikidot:authorUserId>				<content:encoded>
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						 <p>An in-game encyclopedia about FG will be needed. I am starting it right now to reformat the tech tree but I would eventually like to add units and game concepts (politics, economics, etc.). I am typing up the files now and will create the reader later.</p> <p>This will help to keep everything in one place.</p> <p>What should we call it? FGopedia?</p> <p>If you are asking, it's sort of like the Civilopedia from Civ 3.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-50455</guid>
				<title>Anniversary</title>
				<link>http://f-g.wikidot.com/forum/t-50455/anniversary</link>
				<description>FG has been going for a year!</description>
				<pubDate>Tue, 01 Apr 2008 00:50:46 +0000</pubDate>
				<wikidot:authorName>Matt R</wikidot:authorName>				<wikidot:authorUserId>34404</wikidot:authorUserId>				<content:encoded>
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						 <p>On March 13, one year ago, Tristan made a post on the Realbasic games forum about an idea for a massively multiplayer online game. The rest is history…</p> <p>Just thought I'd mention it. I went back to the forum topic (which is still there), and perused around some of the early posts (I hadn't joined at this point). Among one of the first posts I found this interesting snippet:</p> <blockquote> <p>Thats about all I have to say on the issue of MMORPGs or 3D. I wish you luck.<br /> This sounds like a very interesting project which I would like to succeed. I can not commit to working on this project, but I will be willing to contribute what I have, and possibly comply with all your feature requests for my networking setup when its ready.</p> </blockquote> <p>This was the last part of Craig's first post. Seems like he became more involved than he first expected :)</p> 
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				<guid>http://f-g.wikidot.com/forum/t-50188</guid>
				<title>Status update</title>
				<link>http://f-g.wikidot.com/forum/t-50188/status-update</link>
				<description>Things are moving forward.</description>
				<pubDate>Sun, 30 Mar 2008 23:13:01 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>There is no real major news today, but things are moving forward. I now have the galaxy correctly generating from a seed value using the PRNG (Pseudorandom number generator) I made yesterday. Now it should generate the same stars each time (so we don't have to save them), and the client can generate them too, but currently it does not. I do have the client using the star's seed values to place them between server updates now, so the update rate no longer effects star movement. Now I need to get full galaxy generation onto the client and avoid sending the unneeded updates from the server. Once that is done, I will do the same thing to the solar systems. Then I will release the new client and server, and start to get player data saving working. Once that is done, the engine should be ready to accept the ground combat setup.</p> <p>The ground combat system has not had much news posted here. It is being developed by Matt, and he is doing an excellent job. Currently it looks functional and when the engine is ready, we can start the integration process.</p> <p>In relation to the ground combat system, a diplomacy system is being developed, and it looks like it will also make an excellent trigger system so players can configure actions and reactions that will happen when they are offline (or online).</p> <p>The technology system developed early on in the project has been brought to the surface and is being analyzed. It looks like it should meed our needs and allow as much complexity, realism and usability as we want.</p> <p>No progress (as far as I know) on the economy simulator, but it is partly developed, and well organized.</p> <p>Tristan has been doing a great job on the user interfaces. When we need them, he has some great looking buttons waiting for us.</p> <p>We also have enough 3D models to do the basic 3D ship design and such when the time comes. We have a user interface design for the ship designer and builder mostly finished.</p> <p>The music app works, and is ready to be combined with the engine when the engine starts generating the needed mood values. We have some nice music to play with it too.</p> <p>I have figured out how to do planet generation and rendering with 3D terrain, oceans and lakes, vegetation (mostly 2D in the short run) and stuff like that. It will support deep zooming too.</p> <p>I have designed (but not coded) a system for collision detection and faster rendering (by ignoring far away objects). This will be used for space combat, and allowing smooth zooms through large amounts of content (stars, planets etc.) the possibility of smoothly navigating from the surface of a planet (20 meters up or so) to the galaxy view, and back to another planet with no loading screens or teleports.</p> <p>Overall, we have been making progress on many fronts. It may not look like too much, but when taken together, all the parts represent a lot of work. Once they start combining, the game itself will begin to grow very quickly.</p> <p>In the near future look for a minimal statistical ground combat game. But, in not too much later, look for a 3D ground combat game with music, detailed planets, a fully functional realistic economy, large varieties of resources distributed throughout the 3D terrain, and a full galaxy smoothly integrated in 3D space. After that, (quite a while after) we will start the space combat capable releases.</p> <p>I won't give a time frame for long term stuff (it would be very inaccurate), but I will say that if things go well, we could potentially get the first ground combat release out in a month or so (possibly less).</p> 
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				<guid>http://f-g.wikidot.com/forum/t-49520</guid>
				<title>Galaxy Size</title>
				<link>http://f-g.wikidot.com/forum/t-49520/galaxy-size</link>
				<description>How many stars?</description>
				<pubDate>Fri, 28 Mar 2008 03:08:49 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>Recently I found a very impressive looking space MMO in development: <a href="http://www.infinity-universe.com/Infinity/" >Infinity</a>. Their planned "billions" of planets which can be explored on "every centimeter" got me thinking. Now, I have no hope when it comes to making planets as beautiful or as quickly rendered, but there is no reason we can not have a few million solar systems. The engine would not be able to support close to that many being active at once (unless we got many servers), but active requires stuff to be happening. (Battles, ships finishing being built, players viewing them etc.) With procedural generation, all than needs to be stored for a solar system is one (large) number. When players enter the system, some data for the player is saved separately. The real limiting factors are going to be the AI, physics (mainly collision detection) in battles, and the actual connected player load (band width and processing to gather and send the data). Basically, if we tune the game to involve mostly small fleets (3-10 ships), and nations to have few (1-10) solar systems colonized (each) (nations grow so some (very) soft capped strategic size rather then unlimited growth), then we should be able to support up to some (fixed) large number of players which we can guess/calculate, and it would be mostly independent of how many stars and planets there are.</p> <p>I just though you guys might want to know what is possible. The current galaxy has 100 stars managed in a very inefficient way, but eventually I will be able to increase that number greatly.</p> 
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				<guid>http://f-g.wikidot.com/forum/t-49518</guid>
				<title>Bug In Engine Animations Positioning</title>
				<link>http://f-g.wikidot.com/forum/t-49518/bug-in-engine-animations-positioning</link>
				<description>The Phantom Afterburners</description>
				<pubDate>Fri, 28 Mar 2008 02:22:07 +0000</pubDate>
				<wikidot:authorName>Phenoca</wikidot:authorName>				<wikidot:authorUserId>47675</wikidot:authorUserId>				<content:encoded>
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						 <p>March 27 - We have an afterburner-positioning error in the new client.<br /> This is a minor error, and I love how the mouse-wheel scroll works now on Windows (having so much fun with the client :).<br /> Unfortunately, I get these shots when I zoom-in on the spaceships:</p> <p><strong>Phantom Afterburners</strong><br /> <img src="http://i253.photobucket.com/albums/hh63/Phenoca/temp1.gif" alt="temp1.gif" class="image" /></p> <p><strong>Side-View</strong><br /> <img src="http://i253.photobucket.com/albums/hh63/Phenoca/temp2.gif" alt="temp2.gif" class="image" /></p> <p>This spaceship in the side-view picture appeared to be moving forwards.<br /> I took this shot to see where on the hull's length the animation originated from.</p> <p>I am not sure why this happened, but I am sure it is a simple bug, and is easily resolved.<br /> I look forward to the day when Moderators and Admins have to sort through dozens of bug-reports per week, from players having connectivity problems :)<br /> Thanks for reading about the phantom afterburners!</p> 
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				<guid>http://f-g.wikidot.com/forum/t-49327</guid>
				<title>Client 1.1.1_22 Released!</title>
				<link>http://f-g.wikidot.com/forum/t-49327/client-1-1-1-22-released</link>
				<description>Download and try the new release.</description>
				<pubDate>Thu, 27 Mar 2008 03:05:09 +0000</pubDate>
				<wikidot:authorName>Craig Macomber</wikidot:authorName>				<wikidot:authorUserId>28020</wikidot:authorUserId>				<content:encoded>
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						 <p>The <a href="http://f-g.wikidot.com/downloads">downloads</a> page has a new version of the client available for download. The changes are on the downloads page.</p> 
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