Full notes
Full StaudSoft's Synthetic World Beta update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Security
- Compatibility
- Performance
- Workshop
StaudSoft's Synthetic World Beta changes
I uploaded a new version to the unstable branch. Most of the c++ libraries which are used by the game are updated:
As physic engine we now use bullet 2.86.7 (I wanted to update to bullet 2.88 but it crashed)
We now use SDL 2.0.9 (this means better hardware support)
We use the newest version of FreeImage, FreeType, Ogg, OpenAL
The game does not come with a Java Virtual Machine any more as we dumped java as modding language.
There is no loader any more. The game is now completely 64bit (but I can change this if anyone is using 32bit windows. But of course you should not use Windows XP as it is a security risk. Use Linux Mint instead if you have an old computer. This game likes wine!)
We also changed the config file. So your game settings (not your levels, of course) will be reseted once you start the game. But the biggest change is that this version was completely made with Linux and this means better compiler support, faster build time and a faster game! We also did updates to the gameplay:
Tools will degrade when used
Damageable construction sets, chairs and so on
Performance improvements in the rendering system
Better Lua Support for Modding (it is now possible for a modder to change the source code of the game while it is running)
Improvements regarding the rails (but I still need to test these)
Special GUIs for entities (we think here about chests which can be lock picked and other stuff)
Bug fixes regarding stability
And regarding AI we added a lot of features which you can not see at the moment as the AI is not activated:
Streets can now be created and placed into the world by the AI
Buildings are now generated with complete furniture (even during gameplay, so the AI can place a building and you can see how it is build).
The navigation system for the NPCs is working
Implemented management of non-active NPCs
Basic economy of the states is implemented, including good transport.
NPC AI / game interface is implemented
NPC AI Regarding the AI we are currently working on the system which can automatically control the NPCs. It can already solve simple problems (like transport of wares via airplanes). The next step is to be able to solve more complex problems, like going to a store, buy things, craft something and then use it. When this works every NPC will be able to create complex plans in order to achieve its goals. State AI / War AI We are also working on using Deep Learning and Neural Networks to improve the overall performance of the system. This will be especially useful when several states in the virtual world will fight wars. The next steps Apart from the AI I am also working on a new memory compression method. It could compress the voxel data by a factor of 100 which would be quite impressive. But I do not know if the compression / uncompression takes to much CPU power. We will see... And I will also make the dialog system for the NPCs. And just for testing I will let them run through the map :-) Have fun!
Source
Changelog.gg summarizes and formats this update. How we read updates.
