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Steam News23 December 20187y ago

Huge update 0.88 Alpha - NPC, AI, world population, radars, huge optimization and more!

Hello! We are glad to introduce a big and super important update! The world of the game no longer empty and lifeless, from now, it is filled with others ships and space stations of different factions.

In this update1

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Full Celestial Command update

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What changed

0 fixes1 addition5 changes1 removal
  • Gameplay
  • UI and audio
  • Performance
removedHello! We are glad to introduce a big and super important update! The world of the game no longer empty and lifeless, from now, it is filled with others ships and space stations of different factions.
changedThis may sounds simple, NPC ships pretty standard feature for a space game, but since ships in Celestial Command is fully physical, we made a great improvements to AI of these ships.
changedBut the most important it is optimization. Earlier, just a couple of AI ships caused significant FPS drop, but for this update we rewritten and redesigned many various systems of the game, so now you may see 20-40 AI ships around with good performance!
changedBoost of performance is especially noticeable during combat. Earlier we used "sphere collider" component, so PhysX engine detected object in range for us, but turned out it is extremely slow in case if each ship made from many physical modules. Turrets had such sphere collider too, as result, two battleships near each other dropped performance to just a few frames per second.
changedBut turned out, simple distance checking algorithm is very effective and much faster than previous solution. Especially if it will be performed only once per second, which is more than enough for functionality of radars. So now you may observe a battle of massive fleets without any performance issues! Here you may see how many spherical colliders (green spheres) was in the region which caused an intense drop of performance. Now this issue completely solved!
addedBy the way, new implementation of radars turned out not only more effective, but also it opens a possibilities for new features, for example, we plan to do the next: Each ship will have different radar detection range depending on its size \ emission. Now it is possible to implement and it could be quite an interesting feature. For exmaple, low detection stealth ship will be possible. Also, we plan to check line of sight to some objects, so it will be possible to hide from radars behind planets and large asteroids. Note, that it is just a first version of world populated with AI ships. Its logic and behavior is pretty basic, however, we are going to add more interesting features in the nearest update. Cargo ships will move goods between stations, guardians will protects them from pirates and allied fleets will try to engage on enemy sectors. Also note that AI is not available yet in orbital mode, because implementation of AI was extremely complex task and it is not fully done even in aerodynamic mode, but when it will be properly improved and tested, we will add it to the orbital mode too. Overall, we made a lot of improvements which are greatly improves many various aspects of the game, please refer to the full change log for more information. And also, Celestial Command is 25% off during winter sale! Happy holidays!

Celestial Command changes

removedHello! We are glad to introduce a big and super important update! The world of the game no longer empty and lifeless, from now, it is filled with others ships and space stations of different factions.
changedThis may sounds simple, NPC ships pretty standard feature for a space game, but since ships in Celestial Command is fully physical, we made a great improvements to AI of these ships.
changedBut the most important it is optimization. Earlier, just a couple of AI ships caused significant FPS drop, but for this update we rewritten and redesigned many various systems of the game, so now you may see 20-40 AI ships around with good performance!
changedBoost of performance is especially noticeable during combat. Earlier we used "sphere collider" component, so PhysX engine detected object in range for us, but turned out it is extremely slow in case if each ship made from many physical modules. Turrets had such sphere collider too, as result, two battleships near each other dropped performance to just a few frames per second.
changedBut turned out, simple distance checking algorithm is very effective and much faster than previous solution. Especially if it will be performed only once per second, which is more than enough for functionality of radars. So now you may observe a battle of massive fleets without any performance issues! Here you may see how many spherical colliders (green spheres) was in the region which caused an intense drop of performance. Now this issue completely solved!

Hello! We are glad to introduce a big and super important update! The world of the game no longer empty and lifeless, from now, it is filled with others ships and space stations of different factions.

Now, when you will travel to another sectors, you will encounter an hostile ships and stations which can be captured.

This may sounds simple, NPC ships pretty standard feature for a space game, but since ships in Celestial Command is fully physical, we made a great improvements to AI of these ships.

But the most important it is optimization. Earlier, just a couple of AI ships caused significant FPS drop, but for this update we rewritten and redesigned many various systems of the game, so now you may see 20-40 AI ships around with good performance!

Boost of performance is especially noticeable during combat. Earlier we used "sphere collider" component, so PhysX engine detected object in range for us, but turned out it is extremely slow in case if each ship made from many physical modules. Turrets had such sphere collider too, as result, two battleships near each other dropped performance to just a few frames per second.

But turned out, simple distance checking algorithm is very effective and much faster than previous solution. Especially if it will be performed only once per second, which is more than enough for functionality of radars. So now you may observe a battle of massive fleets without any performance issues! Here you may see how many spherical colliders (green spheres) was in the region which caused an intense drop of performance. Now this issue completely solved!

By the way, new implementation of radars turned out not only more effective, but also it opens a possibilities for new features, for example, we plan to do the next: Each ship will have different radar detection range depending on its size \ emission. Now it is possible to implement and it could be quite an interesting feature. For exmaple, low detection stealth ship will be possible. Also, we plan to check line of sight to some objects, so it will be possible to hide from radars behind planets and large asteroids. Note, that it is just a first version of world populated with AI ships. Its logic and behavior is pretty basic, however, we are going to add more interesting features in the nearest update. Cargo ships will move goods between stations, guardians will protects them from pirates and allied fleets will try to engage on enemy sectors. Also note that AI is not available yet in orbital mode, because implementation of AI was extremely complex task and it is not fully done even in aerodynamic mode, but when it will be properly improved and tested, we will add it to the orbital mode too. Overall, we made a lot of improvements which are greatly improves many various aspects of the game, please refer to the full change log for more information. And also, Celestial Command is 25% off during winter sale! Happy holidays!

CHANGE LOG

Large improvements

  • NPC! Game world now filled with life!

  • Now other system populated with the hostile factions and its station. You may invade their sectors and capture a stations

  • Super huge optimization of everything! A lot of code was rewritten. Now everything should be much better performance, both

Source

Steam News / 23 December 2018

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