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GlitchSCG Profile
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Registered: 01-2005
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SV8


I'm working on SV 8 using my new Windows 8 laptop. I had considered porting the game to Javascript/HTML5 but am not that much of a masochist. I feel it is time to get a proper version for Windows out the door again, and it should be just a few months of dev effort since I can re-use the logic engine of the game which is nicely isolated.

Also - I will publish all SCG source code in an open source license, to ensure that the games can continue! This includes the source for the new game versions, and PrismServer.
12/27/2013, 9:53 am Link to this post Send Email to GlitchSCG   Send PM to GlitchSCG
 
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Re: SV8


SV8 CodePlex is live! I'm checking in changes as I develop. Logic engine completed and refactored from Silverlight code base, working on new user interface.

https://solarvengeance.codeplex.com/

12/29/2013, 8:49 pm Link to this post Send Email to GlitchSCG   Send PM to GlitchSCG
 
GlitchSCG Profile
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Re: SV8


Here is the first screen shot of Solar Vengeance 8 for Windows!

http://silicmdr.blogspot.com/2014/01/solar-vengeance-8.html

1/5/2014, 9:05 pm Link to this post Send Email to GlitchSCG   Send PM to GlitchSCG
 
Viltris Profile
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Location: San Jose
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Re: SV8


Looks awesome! I sadly missed out on the previous version of SV because I don't have an iPad. But I'm hoping to get back into the fold with this one.

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1/10/2014, 3:10 pm Link to this post Send Email to Viltris   Send PM to Viltris AIM
 
GlitchSCG Profile
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Re: SV8


Thanks Viltris, and with 100% of the code open source, anyone will be able to run their own server so we should never have a period of decline for SV again emoticon
1/12/2014, 12:32 pm Link to this post Send Email to GlitchSCG   Send PM to GlitchSCG
 
T2M Profile
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Re: SV8


Great to see that SV will come back to windows with a new version. And this announcement for SV8 comes at the right time: I have stopped running the last SV4 main game windows server (GALAXIAE) in 12/2013.

I have started to experiment with HTML5, SVG and Javascript in 2012 to check if these webbased technologies may be an option for a really cross-device webbased SV-clone GALAXIAE.

SVG/Javascript
A first map prototype with 5,000 to 15,000 star systems could be generated and scrolled, so this technology is fit especially for webbased GUIs on quadcore desktops, and especially for vector graphic based games with tons of units.

The problem with SVG is the XML/DOM based storage of data in the browser: Changing graphic primitives like lines or circles is quite easy, but it is slow, so animation is a problem. Additional to that the game concept of SV requires the fog-of-war concept. You can "hide" units out of sight, but in fact the icons / graphic objects of hostile units are still on the map and thus in DOM. So you can easily use a debugging software while gaming to see even hidden units because all units have to be transmitted from server to clients to reduce data traffic.

SVG/Javascript is a perfect technology for vector graphics without animation, with tons of units or graphical objects like in CAD. So, if you skip animation and if you find a way to hide hostile units which are out of sight of your scanners then SVG/Javascript might be a cool cross-device web-based concept for SV-like games. The benefit of SVG: Graphics do NOT have to be rendered every frame. You simply change attributes like positions or colors of those objects that have changed. Management of graphic objects is done by the browser itself.

HTML5 Canvas/Javascript
Additionally to that I coded a prototype of HTML5 Canvas frontend. In this case the full screen (FullHD 1920x1080px) is redrawn ever frame, so this webbased technology is a perfect concept for interactive GUIs with a lot of changes: Positions, animations etc. A quad core PC was able to render/animate 1,000 stars/objects incl. interaction of all map objects (battle) in realtime, however the rending speed on a simple Android 2.3 smartphone was too slow.

In fact, HTML5 Canvas with Javascript meanwhile works on every device and in every browser. Android, iPhone, Windows desktops, Mac/Apple, tablets. This means: HTML5 Canvas with Javascript is a good option for coding webbased cross-device games, and so it would be also the best option for a relaunch of SV8. The more important thing is to find a way, how calculations on the device can be reduced. There must be an option to deactivate animations. But the next problem of cross-device game concepts is the speed of data transmission server/client-client/server.

GALAXIAE will relaunch in a few weeks. The game GALAXIAE will have different rules than SV4, SV5 ... SV8 while still migrate some common rule concepts into this new game.

T2M


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T2M | SolarVengeance Org | Timezone UTC+2 Central Europe
1/19/2014, 3:55 am Link to this post Send Email to T2M   Send PM to T2M
 
GlitchSCG Profile
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Re: SV8


I considered doing a version in HTML5/Canvas but decided I didn't want the pain emoticon Also, a number of game vendors I follow have done versions in HTML but are not working on native app versions of their games, so there is some dissatisfaction with that technology.
1/19/2014, 2:14 pm Link to this post Send Email to GlitchSCG   Send PM to GlitchSCG
 


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