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StaudSoft's Synthetic World News

Better planning and weather effects

Planning the future development


I thought in the last weeks about why the project is not already finished and I came to the conclusion that I need to plan the development better. My goal is now till christmas to create a complete plan of all data structures and functions which need to be implemented in order for the NPC's and cities to be able to work. After this I will code them.

That also means that I will be able to better tell when one feature is implemented.

I already made blueprints for the NPC behavior, automatic quest generation, car navigation, car driving, transportation of goods, traders, teachers and so on. Currently I am working on the logic of the warehouse.

Environmental Effects


And I finally fixed the rain and snow effect. And improved the water and fog renderer.



Tweet: Lua Just-In-Time Compiler and AI

Added to the lua system a just-in-time compiler. So the scripts will be executed much faster.

Currently working on speeding up path finding and general AI stuff with mathematics. If it works the zombies will attack you more efficiently!

And just for fun I implemented a water simulation. Still need to do the tesselation shader for this to work...

Tweet: New grenade and better modding support.

Implemented runtime code exchange via Lua. So I can now change the code of the game while playing the game. Made a new grenade as an example (will be in the next version).

Tweet: Screen Space Ambient Occlusion

Multiplayer is debugged and hunger is implemented. Also finished Screen Space Ambient Occlusion and started with Screen Space Reflection.

When hunger is debugged I will upload a new version.

Tweet: Hunger, Multiplayer

The player now needs to consume food in order to be abled to perform actions in the world. And I am using the same tests which were used to find the load / save bug to make the multiplayer mode stable.