Author Archives: alesto

Linux porting

The new prototype of Simerge was successfully ported to Linux OS. This is a great step in development towards platform independence.

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Video releases on Youtube

It’s nothing new. Last month I’ve released some videos at Youtube showing early development states. The two last videos show walkable interiors. There I used simple test models instead of the ones from X3. Don’t expect quality. Also take in … Continue reading

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Opensource

I decided to release Simerge as opensource under GPL License.  I will give more information about it soon.

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Portalized indoor scenes

I’ve recently implemented zone culling portals which will get used mostly by indoor scenes. Portals are something like gates or windows which connect places. They are usually represented by 2D shapes. Their function is simple: If the player resides at … Continue reading

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First BSP maps for indoor scenes and other news

It was a very long time since I’ve last posted news on my project. It doesn’t mean it was dead for this time. I spent the most time with things which needed to be done on the engine. For example, … Continue reading

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Planetoids test

I’ve tested the behavior of the terrain engine by choosing huge mountain heights (around 35 km) in combination with a planet of tiny diameter. For example the one lesser than 1000km diameter. As a result I got an interesting planetoid … Continue reading

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Notes on futural releases

It gets important to clearify one point, because I’ve been asked many times on this. Simerge is decided to be a Mod for X3 reunion and I-War 2. This means it will be freeware and it will depend from these … Continue reading

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Imported GUI Elements from X3

Finally I’ve got it working! The GUI system is an independent chapter. Perhaps not an easy one, but an exciting one. I’m using something like a widget system where the user can create an own GUI based on existing control … Continue reading

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CPU @ SPACE magazine

This time I want to post something not concerning Simerge, but concerning space softwares in common … One day, I’ve been contacted by a writer. He told me that he wants to start writing for an upcoming online magazine dedicated … Continue reading

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Terrains reloaded

I’ve ported more code from my old terrain engine. The terrain is generated with a simple perlin noise and rigded multifractal function. The picture below show a planetary surface of the planet. The ship is flying at an altitude of … Continue reading

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