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Steam News13 February 20188y ago

The AI research papers are driving me crazy ...

AI I told you that we plan to use AI algorithms from the AI research. But this is not so easy as I thought as I have the impression that every AI papers describes the same thing with different word.

Full notes

Full StaudSoft's Synthetic World Beta update

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What changed

3 fixes3 additions0 changes0 removals
  • UI and audio
  • Fixes
  • Gameplay
addedAI I told you that we plan to use AI algorithms from the AI research. But this is not so easy as I thought as I have the impression that every AI papers describes the same thing with different word. In some of these papers they even call normal variables „functions“. And structures („struct“ in C) are called „atoms“ and their declarations „predicates“. In other papers the same thing is called „literals“ or „assertions“. Why are they do this? Nevertheless I implemented a new language to control the AI. And I already have an idea how the AI will be abled to plan in the world and so create cities. 3D Models I create over 100 new 3D models. Especially for streets (signs, traffic lights, ..), stores, interiors. And of course for traps and doors! And I even made waste containers! High Resolution Textures For the models are increased the texture resolution to 1024x1024. Physic Engine We completely replaced the physic joint system with a new one. Will allow support for better doors, cars and trains. Caves Mostly finished, but I still need to tune it. There are too much cave entrances on the top of the landscape! Placement of entities will be the next step: Mod Support Instead of using Java for mods we are working on a visual programming language (but of course you will still be abled to use Java)!
fixedWe again resolved lots of bugs in the mod system.
addedDebuging tools are added.
fixedWe already made some examples plugins (drop-down door, moveable block and traps). Videos will follow. Railways Railways are implemented. The train for the railways is the next step! Dungeongenerator The new room generator for the dungeons is successfully integrated. It is working correctly. Will be in the next release. Bugs corrected
fixedInstabilies: We resolved a hard to find bug in the world generation which was the cause for instabilies.
addedWhen does the next release come? I wanted to make a new release, but I do not find a bug in the world generation system. When this bug is found I will upload a new version.

StaudSoft's Synthetic World Beta changes

  • Trainmap
addedAI I told you that we plan to use AI algorithms from the AI research. But this is not so easy as I thought as I have the impression that every AI papers describes the same thing with different word. In some of these papers they even call normal variables „functions“. And structures („struct“ in C) are called „atoms“ and their declarations „predicates“. In other papers the same thing is called „literals“ or „assertions“. Why are they do this? Nevertheless I implemented a new language to control the AI. And I already have an idea how the AI will be abled to plan in the world and so create cities. 3D Models I create over 100 new 3D models. Especially for streets (signs, traffic lights, ..), stores, interiors. And of course for traps and doors! And I even made waste containers! High Resolution Textures For the models are increased the texture resolution to 1024x1024. Physic Engine We completely replaced the physic joint system with a new one. Will allow support for better doors, cars and trains. Caves Mostly finished, but I still need to tune it. There are too much cave entrances on the top of the landscape! Placement of entities will be the next step: Mod Support Instead of using Java for mods we are working on a visual programming language (but of course you will still be abled to use Java)!
fixedWe again resolved lots of bugs in the mod system.
addedDebuging tools are added.
fixedWe already made some examples plugins (drop-down door, moveable block and traps). Videos will follow. Railways Railways are implemented. The train for the railways is the next step! Dungeongenerator The new room generator for the dungeons is successfully integrated. It is working correctly. Will be in the next release. Bugs corrected
fixedInstabilies: We resolved a hard to find bug in the world generation which was the cause for instabilies.

AI I told you that we plan to use AI algorithms from the AI research. But this is not so easy as I thought as I have the impression that every AI papers describes the same thing with different word. In some of these papers they even call normal variables „functions“. And structures („struct“ in C) are called „atoms“ and their declarations „predicates“. In other papers the same thing is called „literals“ or „assertions“. Why are they do this? Nevertheless I implemented a new language to control the AI. And I already have an idea how the AI will be abled to plan in the world and so create cities. 3D Models I create over 100 new 3D models. Especially for streets (signs, traffic lights, ..), stores, interiors. And of course for traps and doors! And I even made waste containers! High Resolution Textures For the models are increased the texture resolution to 1024x1024. Physic Engine We completely replaced the physic joint system with a new one. Will allow support for better doors, cars and trains. Caves Mostly finished, but I still need to tune it. There are too much cave entrances on the top of the landscape! Placement of entities will be the next step: Mod Support Instead of using Java for mods we are working on a visual programming language (but of course you will still be abled to use Java)!

  • We again resolved lots of bugs in the mod system.

  • Debuging tools are added.

  • Debug preview of entities

We already made some examples plugins (drop-down door, moveable block and traps). Videos will follow. Railways Railways are implemented. The train for the railways is the next step! Dungeongenerator The new room generator for the dungeons is successfully integrated. It is working correctly. Will be in the next release. Bugs corrected

  • InstabiliesWe resolved a hard to find bug in the world generation which was the cause for instabilies.
  • Clipping errors on flat surfaces: When placing voxel blocks, there were lot‘s of clipping errors. They are gone now.

When does the next release come? I wanted to make a new release, but I do not find a bug in the world generation system. When this bug is found I will upload a new version.

Source

Steam News / 13 February 2018

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