#devDiary - Sometimes you just need some boring information about gravity and light when you're working on a #simulation
#devDiary - Sometimes you just need some boring information about gravity and light when you're working on a #simulation
And here is Earth bring treated to a couple of comets passing through
Another #video of the new #comet feature in #teskooano - here you can see the lighting, corona and tail going around the sun (you can also see the billboard planets at distance)
New feature: Comets that react to their distance to a star - as they approach they start to form a coma and tail #video #devDiary #gameEngine #simulation #gameDev #threeJS #webGL #teskooano
#teskooano #devDiary - A view here showing 3 rendering viewports on the same simulation data (running on a M3 Mac, 96Gb) on a 60FPS monitor - all engines happily running with only some drops in performance, but generally smooth
So I have made not one, but two bugfix updates since the initial Iron Village 1.1 release! Ooops.
Here I go into a detailed explainer/rant about how C# float parsing acts differently based on locale.
https://lunarchippy.games/2025/06/23/diary-51-but-what-about-second-bugfix-1-1-05-release-notes/
Some new #teskooano features and improvements I've been working on such as improved orbit and prediction line, prediction time labels and a new camera transition animation
It's here, Iron Village has now been updated to 1.1! To celebrate, it's now 20% off!
Steam: https://store.steampowered.com/app/3011060/Iron_Village/
Itch: https://lunar-chippy.itch.io/iron-village
Google Play: https://play.google.com/store/apps/details?id=games.lunarchippy.ironvillage
Yes, that's a Google Play link - the Android version is here! You can pick it up for $4.99 USD on the Play Store, or buy Iron Village on Itch and get both PC and Android versions for the sale price of $6.39 USD.
On all platforms there are now Русский & 한국어 translations, a royal ceremony, fortress, improved camera, rotated buildings, and more! Full release notes available in the latest dev diary: https://lunarchippy.games/2025/06/19/diary-49-1-1-released/
Working a bit more on shadows and light - now planetary rings get shadows from multiple light sources, and from moons! They also now cast on to their parent planet
And here is the new shadow and lighting system - correctly applied based on distance and luminosity.
It's been a bit quiet recently - mostly working on performance improvements and visuals.
Here is moon shadows being correctly cast on to planets and ring systems
Tested duplicate assignment edge cases today and watched the constraints + logs catch it like clockwork. This is what good engineering feels like.
Working on #WhiteDwarf #stars for #teskooano - caught a nice one here just grazing passed a #redGiant
New star LOD system for the #threejs renderer which switches to a billboard + light at distance, meaning the stars are always brilliant #video #gameDev #simulation #devDiary
New celestial labels for the UI, and our own home #solarSystem with many all the planets (including #pluto) and #moons #video #gameDev #simulation #devDiary
Even virtual #space can be pretty #teskooano #devDiary #screenshot #screenshots #gameDev #simulation
An updated preview of the fortress, and a new dev diary: how much money has Iron Village even made so far? And how much does Lunar Chippy Games actually receive?
https://lunarchippy.games/2025/05/25/diary-48-what-about-revenue-profit/
Now go to #warp speed in an instant #teskooano #gameDevDiary #devDiary #gameDev #simulation #video