In Update 26, we unified the user interface across desktop and VR, and we’re continuing to develop this unified interface with physically smaller (that is, mobile) screens in mind. We look forward to sharing more.For the last few months, we’ve been focusing on making sure the mobile version is just as fun to play as the desktop version. We’re super excited with how Grids is shaping up, and we hope that if you’ve been following along, you can see all the progress we’ve made. Figuring out how to do it is part of the fun, but there are some tips and tricks that are good to know. This is easily seen when attempting to terraform Mars, which, it turns out, is a bit more involved than just spraying some water at it. We’ve seen multiple users point out that terraforming is a lot more complex now, and that’s certainly true. We also are working on a tutorial about terraforming Mars. There’s still more work to do on these, but we should hopefully have them in an experimental build soon. Like before, this part of development is about balancing our work between continuing with all the other improvements and fixes we’ve had in mind and addressing community feedback as more and more people check it out - please let us know what you think!Ībove are screenshots of some of Brendan’s newly generated heightmaps (detailed in DevLog #10) partially implemented in-game. We make announcements there whenever there’s an update.Īs we continue to update the experimental build, we get closer to the official release of Surface Grids. If you want to stay up to date on the latest changes to the experimental version, join our Discord and check out the #experimental-build channel. Please run this test so we can learn more about how Surface Grids performs on different hardware! In the last update we also added a short, 15-second performance test that you’ll see pop up when you first run this version of the experimental build. They may not be as accurate as our real life home planet itself, but after lots and lots of tweaking and experimenting, we now have coastlines that are fairly accurate and work well with changing water levels.īeyond the changes we’ve listed above, we’ve also added support for saving & loading objects, including retaining all of the Grids data (see video at top of post), performance improvements, and dozens of tweaks and bug fixes. Isn’t Earth looking georgeous? (…that’s what we call gorgeous things created by our graphics developer, Georg) On top of all of the visual beautification, which you can see with random planets as well, we’re pretty happy with how coastlines are now looking (these latest changes are not yet in the experimental build). Improved visual noise (randomness) on ice edges.Improved terrain and vegetation rendering.But if you’ve been following along, hopefully you’ll notice that the surface simulation has been getting smoother and smoother. Better water initialization for random planetsĪ lot of the individual simulation improvements, tweaks, and fixes can be harder to notice, because if everything’s working well, then they don’t draw much attention to themselves.More stable heat diffusion (& new Thermal Diffusivity slider to adjust rate).We moved around some buttons, turned others into drop-down menus, cleaned up some settings, and added a brand new color legend for all that wonderful data. Below are some highlights from the three major areas of the new Surface Grids feature, the interface, simulation, and visuals. Since we released the first experimental version that included Surface Grids, we’ve released a few updates that have made a lot of improvements and bug fixes. And as a bonus, it makes it possible to add tools like lasers, which are essentially just a fun way of heating up localized areas of a surface. It simulates the surfaces of planets, moons, and other objects, adding much more detailed, dynamic, and accurate visuals. What is Surface Grids? It’s a big, complex feature still in development. Anything discussed or shown may not be representative of future versions of Surface Grids. If you haven’t seen them yet, check out the previous Surface Grids DevLogs #1, #2, #3, #4, #5, #6, #7, #8, #9, #10, and #11. Keep in mind these DevLogs document a work-in-progress feature. But they are now available in the experimental version of Universe Sandbox! Learn how to take an early look at Surface Grids & Lasers. Surface Grids & Lasers are not yet available in any official Universe Sandbox releases. Video: Saving an object and its Surface Grids data then adding it to the simulation.
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