Weekly Update (Apr 9, 2016)


  • Traverse Team

    Hi guys,

    Another busy week, as we're finishing up seamless travel -- main challenge is getting the whole transition from one planet surface, rocket launch, travel through space, and landing seamless without loading screens. This requires progressive streaming of LODs of planet we're arriving to, and we don't have a benefit of creating them procedurally as you approach: Our content is player made, it all has to be prepared and stored in the 'landing friendly' format (also needs to be 'huge planet' friendly).

    We've been also working on adding quite a few weapons to our inventory, as preparation for some of our next milestones -- balancing level/weapon progression, relative power, and implementation of the crafting system.

    Extract from Git commit history:

    Date: Sat Apr 9 23:40:45 2016 +1200

    • voxel data server sync
    • updated build system
    • added new weapons, meshes, icons: 1 axe, 1 dagger, 4 swords
    • added new weapons, meshes, icons: 1 axe, 4 daggers, 5 swords
    • recompiled editor binaries
    • data migration/upgrade system
    • fixed rogue left hand dagger orientation
    • added new weapons, meshes, icons: 19 axes, 2 daggers, 2 swords, 7 wands
    • recompiled editor binary
    • revived old serialization code for VoxelData so we can build upgrade process
    • resolved voxel data concurrency/multi-threading issues

    Date: Fri Apr 8 18:45:48 2016 +1200

    • reinventing voxel data structure - finally resolved sync issues
    • optimized terrain tile generation time

    Date: Thu Apr 7 22:40:52 2016 +1200

    • voxel data multithreading
    • voxel data optimization and multithreading sync
    • fixed crash when no terrain tiles were generated
    • compiled ue editor
    • made poly reduction even more aggressive
    • added new weapons, meshes, icons: 7 axes, 3 bows, 14 daggers, 8 shields, 8 staffs, 12 swords
    • balancing terrain LOD levels
    • updated mesh poly reduction with more aggressive rules
    • fixing LOD edge detection

    Date: Wed Apr 6 23:50:38 2016 +1200

    • adjusted pivot of LOD tiles to their center
    • fixed level entry crash
    • load delegate creation
    • removed TraverseServer.target from git
    • new weapons, meshes, icons: 2 daggers, 1 sword
    • removed .target and .modules files from repo; rebuilt editor dlls
    • level crash fix wip
    • added weapons, meshes icons: 1 axe, 2 bows, 13 daggers, 10 shields, 13 swords
    • fixing streaming errors
    • fixing lod system

    Date: Tue Apr 5 23:23:41 2016 +1200

    • removing orphaned vertices from LODs
    • voxel data threading synchronization
    • Changed SpellProjectile to tick only on main thread
    • added new weapons
    • work-in-progress resolving multi threading read/write access to voxel data

    Date: Mon Apr 4 22:11:33 2016 +1200

    • planet generation and LODs
    • created modular castle set, meshes, icons: 3 buildings, 3 exterior props (gates, walls)
    • updated ue editor settings to create smaller flat island by default
    • new props: lamp, statue, boxes, wall corners
    • active terrain lod streaming

    Date: Sun Apr 3 23:35:22 2016 +1200

    • added new rocks, two lamps, and exterior wall
    • fixed all lamps
    • added lamps, hooks, ropes
    • add lamp swing random offset to BeginPlay in addition to OnContruct
    • removed tick on another thread of colorized mesh
    • lamp simulation
    • added new lamp x 2
    • lamp swinging effect
    • added new exterior props: bricks, shades, lamps, jaggered rocks
    • terrain LOD system
    • terrain lod activation

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