Blockade Runner Inspired by and 's voxel engine, Blockade Runner is the beginning of a Multiplayer First Person Adventure Space Sim that will feature fully destructible, operational, crewable 'living' starships in a procedurally generated galaxy The Game Thanks to the voxel system that allows for a massively destructible environment, and the low-memory liquid/solid/gas algorithm we've researched and developed (), our intention is to provide a game where 'everything matters'. Constantly Evolving Latest Public Build: Week 71c Private Internal Build: Week 156 Blockade Runner is currently over going an overhauling to the engine, with the old 2012 editor version of the game still. The editor allows you to build ships using tools such as symmetry, angles, and more! For more information on what's coming with the engine overhaul, check the. Download Blockade Runner ColecoVision. We may have multiple downloads for few games when different versions are available. Also, we try to upload manuals and extra documentations when possible. Blockade Runner Download – Blockade Runner Download PC The perpetrator in the science fiction sandbox, in which policies join the cadre. Continue reading ». 2012 XNA Early Prototype|. In Brief: Nathan's hard drive goes kaput, so we decide it's time we upgrade his dev PC (loads BR in a split second now!), Zack upgrades our version of SharpDX to latest dev committing, Gabe progresses through textfields despite a nasty cold, the 'Founders Club' is added to the forums; accessible to those who purchased Blockade Runner before January 1st 2014. Zack and Nathan resolve an issue with entities disappearing due to 16-bit indexes on the GPU causing 3D surfaces to not draw, and Nathan gets his new slopes to render using our new moddable slope files. Tidbits from January Week 2. In Brief: Nathan's next step on the slopes is straightening the tangents on the dynamic slopes, and otherwise continues fine tuning the process of making slopes. Gabe discontinued work towards IME keyboard support, and gets the visual portion of textfields for debugging. Michigan freezes over. Zack reduces loading time for BR significantly, fixed SharpDX having switched to right-hand coordinates borked our collisions, and among numerous physics and graphical issues also solves a problem where only single chunks would draw. Micah meanwhile experiments with 'mothership' concepts. Tidbits from January Week 3. In Brief: Over the weekend Gabe gets mouse selection for textfields done, remarks on how awesome it is to work with UI in BR now, and progresses with the Log-In screen.
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