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Logic world
Logic world









logic world

  • Thumbnail renders are now anti-aliased, so the lines are smooth instead of jaggy.
  • If you look closely, you'll notice a few more differences in the appearance of thumbnails between 0.90 and 0.91: I also added support to the shader for rendering in non-instanced mode, so we can use it for non-instanced decorations like the clicky part of buttons and switches, and these decorations will also have consistent, custom lighting applied to them in thumbnail renders. We use this new "custom" lighting mode for thumbnail renders, and so now it doesn't matter where they're created, they always have consistent lighting. It now has two lighting modes: environment lighting and custom lighting. So, I've upgraded the shader I wrote for GPU instancing. However, for some upcoming features I plan to add for 0.91, thumbnails really ought to be generated consistently and reliably, and look identical no matter where the generation happens. This is kind of weird, but it's not a big deal in 0.90 I'm not sure if anybody but me has even noticed it. World objects are affected by environment lighting, so thumbnails are too. This is because the thumbnail renders use exactly the same materials as are used to render objects in the world.

    logic world

    In 0.90, thumbnails look different depending on the scene in which they are generated. This all started when I decided to address an issue with how thumbnails (the little isometric component graphics that appear in the Selection Menu and on the hotbar) are rendered. I also added a save converter to the new format so that you can use all your 0.90 saves in 0.91, and I updated the sandbox list UI to notify the user of which saves are using the old format and need to be converted.īut my biggest task this week by far was to make some major updates to the world objects shader. For example, I polished off last week's work on fixed point positions by updating the save format version: position data is now saved and loaded as fixed-point instead of floating-point, matching the new data structures that are used internally. Hello Logicians! I've had a fairly pedestrian week of development, working on miscellaneous maintenance tasks. I expect the blog will return on the 31st. More development updates soon! Not too soon, though - I'll be on holiday with my family next week, so I won't be around for a LWW.

    Logic world update#

    Meanwhile, the new building mechanics I've been planning - included the much-coveted ability to save and load subassemblies - will be coming in update 0.92 a few months later. 0.91 will contain performance enhancements, a whole lot of bugfixes & stability improvements, and a few smallish features like the simulation controls. I'm aiming to publish 0.91 around the end of September, with a public preview sometime before that. This week I made a decision I'd like to share with you: we'll be reducing the scope of update 0.91 in order to get it out to you faster. Can somebody remind me why I decided to make this game multiplayer? My current task is sorting out the various networking issues with the game. I haven't been able to work on Logic World much this week, but in the time I've been able to carve out for it I've been plugging away at bugfixes and stability improvements.

    logic world

    Be sure also to wishlist Logic World on Steam and join the official Discord. To make sure you don't miss the next blog post, you can sign up for our newsletter. We are on track for a 0.91 release in late September, and I expect we'll start public previews of the update next week. I'm VERY sorry those issues were in the game for so long, I know they've caused a lot of frustration :( And I also fixed the game not properly detecting supported network protocols, which was causing various nasty bugs that made the game unplayable in certain network setups or when no external network interfaces are available (#204, #333, #229, and others). #104 and #250 are no more (#104 had a pretty interesting cause, click to read my comment about it). Notably, this week I fixed some nasty simulation glitches that were plagueing Dynamic Components (components with a variable number of input/output pegs, such as AND gates). This has been made much easier thanks to Felipe's work on improving the issue tracker, thank you Felipe! In preparation for the release of update 0.91 - which I think I'm going to christen "The Less Buggy Update" - I've been hammering away on more bugs and stability fixes. Beating Up Bugs like they Owe me Money - Jimmy











    Logic world