GalactiUpdate v0.4




My bad guys, I forgot to turn off "monitorable" on projectiles in the previous versions of the game so projectiles would be trying to detect collisions with each other even though they could not collide which killed performance at times. That's fixed now. Also, physics now runs on a separate thread which further increased performance. I've also enabled multithreading on the web build but I'm not sure that actually did anything? Performance still sucks on web but that's just cause web sucks. Download the desktop version for better performance.
Update 11/17: Multithreading is now disabled on web because the side effects from having to enable SharedArrayBuffer were just too annoying. I couldn't even embed a youtube video on the page because of it. So that's disabled now. Performance wasn't even affected by me turning that off so let me just not touch that ever again.
Anyway, so the highlight of this release is the new economy system! Currently there's 3 trade goods: food, fuel, and artifacts. These all have "supply" and "demand" values and trade ships spawn to fulfill demand. Neutral traders and empire-aligned traders can spawn. Empire-aligned traders only trade within their empire while neutral traders can go anywhere. Now, the trade ship algorithm was something that was hard to get right. I rewrote that algorithm like 4 times. The original algorithm was something like "find highest demand trade good weighted by distance in trade range and then find highest supply in range" and that's your route. That had the problem that trade ships would only go to the same places while leaving the backwater destinations to literally starve to death. The new, sexy algorithm fixed that problem by, when searching for a star to deliver to, give each destination a weight based on how high demand is and the distance, and then construct a probability distribution based on those weights. So there would be a list of destinations and probabilities like this [big money star: 60%, mid star: 30%, backwater hellhole: 9%, middle of nowhere: 1%]. So there would be a high chance of the trader going to a reasonable destination but its not impossible for traders to go to the backwater colonies. And then everyone starves to death anyway cause of overpopulation.
v0.4
* Added economy
* Added 3 trade resources: Food, fuel, and artifacts
* Added trade ships
* New star UI
* Added alien tool
* Smoother health rings
* Added random events
* Added cruisers (available at tech level 3)
* Empire AI now organizes its ships into fleets
* New textures for some UI elements
* Fixed ships getting stuck on capturing stars
* Multithreaded physics
* Performance improvements
* Added 4 new weapons for tech level 3
* Fixed empire borders not displaying immediately after loading a save
* UI scales better now
* Supernova now depletes populations
* Added grid to line graph
* Rearranged main menu
* Added GalactiLore
* New music track
Files
Get GalactiWar - Empire Simulator
GalactiWar - Empire Simulator
Sandbox space empire simulation
| Status | In development |
| Author | silver4 |
| Genre | Simulation |
| Tags | 3D, god-game, Procedural Generation, Sandbox, Sci-fi, Singleplayer, Space, Space Sim, War |
| Languages | English |
More posts
- v0.4.18 days ago
- The GalactiLore22 days ago
- v0.3 Update51 days ago
- v0.2.1 Update63 days ago
- 0.2 Update75 days ago
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