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From the release announcement:
QuoteIn a fortunate twist of events patching the Linux issues has resulted in an insane framerate increase on both platforms (averages around 100-110fps on our test machines now, before it was 40-70fps.)
To access the new version, you need to opt-in to the beta branch. I would recommend this, as the "stable" version is old and doesn't have the revamped gameplay.
It does seem to be pretty damn smooth.
About the game (Official)
Construct your fleet ship-by-ship by foraging in dangerous asteroid clusters and nebulas for resources and completing quests. Build up your modular base to include all the things a fleet commander needs; refineries, factories, power stations, shipyards and trade docks. Evolve your ship Captains careers, customize your ships using loot savaged from wreckages, become embroiled in action spanning huge playable areas and work across multiple planetary systems to bring order to Shallow Space.
An innovative ‘zone’ system lies at the heart of what we’ve dubbed the ‘Open-world Overhaul’ and through it NPC traffic will trade, mine and fight just as you do.
Pick-up missions to receive rewards in the form of ships modules and blueprints and construct defences, or go at it you own way by mining and trading. You’ll manage forces across multiple play areas all running realtime in a universe teaming with life.
Some you may have missed, popular articles from the last month:
Quoting: chomwittthe battles are three dimensional.
The game seems too promising to mee .
My only argument is breaking the playable space in zones.
That's kind of a downer.
I mean space is one and united. Do we want to have 'roads' in space?
Cool.
More likely that's a logistics based thing. For example let's say we have x amount of space expressed by numbers. In a computer this would likely be a floating point number, and computers can only handle a certain size depending on architecture - not only that, but mathematical operations on these floating point numbers reduce the accuracy over time and size; this is why games like minecraft have their worlds split in to zones/chunks.
It could also be to do with data management too - an *infinitely* large play area with all its intricacies is going to generate a lot of data to compute; this will lead to slow downs. I'd be interested in what happens at borders between these zones, likely an object just translates from one zone to the other.
Last edited by Luke_Nukem on 15 October 2016 at 9:18 pm UTC
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