XaiJu
Visual Entertainment And Technologies LLC
Visual Entertainment And Technologies LLC

patreon


January 2023 FBS Update

Greetings everyone!


We raised $304.46 over the last month. We currently have $2224.46 in milestone funds. With four months remaining, we need to raise $775.54 before the deadline. That's only $193.88 per month. If our Patreon remains constant, we should be able to do it.


And that would open us up for another guaranteed FBS milestone. In other words, at least two feature updates for the game.


Outside the FBS, I occasionally work on GearCity documentation and bug fixes. I'm only putting Mondays into GC when possible nowadays. Version 2.0.0.8 is almost ready, but every time I get close to finalizing it, I get another list of bugs, and there isn't anything large enough to skip fixing more things in order to rush the update. So, hopefully, it'll be ready to go sometime this month.



As for AeroMogul, I've started working on Airport related code. I now have airports loading from the pre-production data. Global Airport selection works, and I am currently working on a rudimentary UI for the slot purchasing system. Once I complete that, I'll switch to the first phase of route creation UI and the 3d effects for routes. Upon completing that, I'm ready to start working on the logic/economics engine and server code to make the game a game.


I'm happy to report the UI tables can load 7500 Airport entries in 3.25 seconds on my AMD R5 3600 not including serialization overhead. I can probably cut that down to sub-1 second with smart filtering and culling the airport list. Compared to GearCity where 500 entries takes about 15 seconds on my AMD R5 1600.




Airport data is semi-randomized for testing and lack of data entry. So don't read too much into the global color coding and quick information. I will remove some of these airports from the game, particularly the military air bases and strips. I will also need to adjust airport names because of trademark concerns.

Have a happy new year!

Comments

The UI lib we're using works like this out of the box. I will have to rewrite third-party code to get that sort of performance in GearCity. (Which I considered in the past, but opted for paging the lists in the game instead.) That rewrite will happen if the community funds certain bounties. I hope little things like this saves me time making AeroMogul compared to all the stuff I had to do for GC. The stuff I plan on doing for routes should give us a good idea of the frame rates.

Eric Jones

Optimisation news might not be the most glamorous, but that difference between GearCity and AeroMogul performance sounds really exciting! I'll celebrate once I see the late-game framerate though :D And great news on the FBS front! Happy New Year to you as well!

bschneider


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