almost 3 years ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/1366540/announcements/detail/5396982262647236838]here[/url].
almost 3 years ago - Yomiya - Direct link
Hello engineers!

This is not a patch note, we're here bringing you our progress on BLUEPRINT system - As we said before, it is one of our important functions that takes time to implement, but we will share our working progress from time to time - Let's go!

·About the blueprint This is one of our most important works at the moment. Our aim is to implement it for our engineers as soon as possible. Working in progress in full swing!

1. We have rewritten the generation logic of the conveyor belt collision.
Previously, the conveyor belt collision is sparse and some error may occur during its position refreshment, and it may lead to incorrect construction judgments, such as: clipping, unable to construct Tesla Tower among the conveyor belts, etc. In order to give players a better gaming experience and improve the stability of the coming blueprint system, we optimized the collision based on the actual geometric information of the conveyor belt, as well as its construction and selection logic.

Before:


After:



2. Frame Selection.
The early design of rules is very important for spherical terrain. We have already dealt with the following issues related to the spherical surface:

Before:


After:


If we expand the sphere into two-dimensional plane data, the x and y of the blueprint will be corresponding to the longitude and latitude of the sphere. If the frame selection comes from the high latitude area end at the low latitude area, it will be like this:


We define the boundary of the grid density change between different latitudes as the tropic. We further stipulate that the grid intersections on the tropic belong to the dense side of the tropic. In this way, the area selected by the box and the number of corresponding grids can be clarified.

Before:


After:


The vicinity of the tropic can be divided into six situations according to the number of grids on both sides (the ratio is 3:4, 4:5, 5:6, 5:8, 2:3, and 1:2). If a blueprint spans one or more tropics, the corresponding types of tropics must be aligned when using it to restore construction. Of course, the player doesn't need to know such a lot of details in the actual process of using the blueprint. It will work simply by following the instructions.

During the player's frame selection operation, the range of grid intersections actually contained in the proportion of the area divided by the tropic will be calculated based on the latitude and longitude from the start to the end drawn by the mouse:


·About the Milky Way The Milky Way's data process was not optimized enough in the previous version, so we will reset the Milky Way data and do re-statistics with its new function more effective cheat-judgment system. Don't worry, the savedata version later than 0.7.18 will still be available. You can be shiny again on the Milky Way by enabling the Milky Way function and load the savedata you have!

That's all for today. Have a nice weekend with Icarus!


Thank you for your continuing support! You can send your feedback in Discord[discord.gg] and Google Form[forms.gle]! See you next time!






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