Development Update #10: October 2013
Well shoot...I don't know how I let the time slip away from me like that. Sorry, but this rather plump update video weighs in at just under 23 minutes....might want to grab a snack before you watch :P
I didn't realize how dark the system was when I was recording, so I recommend watching at full-screen! It's not bad at all if you do so, but you might have trouble seeing what's going on if you watch on that tiny version.
With the implementation of a full, double-precision-enabled rendering core, the LT Engine is now capable of handling distances and scale factors of truly-grand proportions. For now, I've settled for 10x the old scales....but I'll leave the tweaking of that constant in your capable hands ;)
With the conceptual foundation for the LT research mechanic in place and a tech tree widget on the way, it won't be long before the universe is alive with intellectual one-upsmanship!
Perhaps the LT engine's greatest technical achievement thus far is manifested in the LT data editor, a visual data viewing and editing tool that can take any piece of information in the engine, map it out structurally, and allow the user to traverse and modify it in real-time. The beauty of the tool is not just that it makes for some cool eye candy - but also that it can allow easy editing of any of the in-game data types. From a practical standpoint, this means that modding - at least data-based modding - will be as easy as loading data from external files that can then be edited easily in LTDE.
Well folks, what can I say - sometimes when you reach into the old dev hat, you pull out a squirrel instead of a rabbit. I was looking for more of an artificial intelligence rabbit this month, but I ended up pulling out a graphics-and-engine-tech squirrel. Stuff happens :D I gotta say, the engine has grown an immense amount in one month. You can see some of that technology manifested in the data editor, but there's at least as much new tech that you can't see - and it's going to be hard at work helping me build the best game possible in less time and with less code.
On top of that, with the theory of research mechanics in place, I don't see how there can possibly be any more squirrels to get in the way. So. Who's up for another go at grabbing that A.I.? I know I am ;)