utorak, 22. kolovoza 2017.

New state engine progress

Last major release went well, all in all. The game attracted a few curious persons and one was very generous with feedback. Some of the easier suggestions (turn count in the corner, special equipment limit in ship designer) are already implemented and other are added on to do list.

What is going to be done for next major release? This will be reviled in next post, I'm still working on the feature list and I've already started working on something. I'm weighing how much refactoring should I do because I really want to clean up some things but the downside of refactoring is that features doesn't get made during that time. So I've started new milestone to by refactoring the biggest thorn in the side. Now is the best time while there is no psychological pressure to work on polish, feels like I have all the time in the world and it's better to do breaking changes early with plenty of time to test them thoroughly. In last version I've been working on removing text template code generators but I had to keep state handling ones due to complexity and their time has come to an end.

In Stareater code game data is split in following categories:
  • States - facts of the game world such as star positions, which planets are colonized and by whom, which technologies players have researched and so on.
  • Orders - how players want to change the state. This includes building queues, technology development order, audience request and so on.
  • Derivates - implications of states and orders. Population growth for example is calculated from colony's current population, population limit and "housing" building which converts industrial production to population.
  • Statics - assortment of stuff in the game. Which technologies there are, kinds of ship equipment, kinds of buildings and so on.
When it comes to juggling data statics are simple, they are loaded once and that's it, derivates are recalculated when needed so they don't require much management either but states and orders have to be copied, saved to a file and loaded back. Ordinary mortal programmer would simply write functions for each operation in each data type. Maybe I would too if it's was a smaller project but in this one there are currently 20 state and order data types with total of 82 attributes (members/properties/fields). That's a lot of stuff keep in mind and remember to update when adding new features. So like every engineer I've decided to let computer do the bookkeeping for me and that's where T4 text template came to play. I'd simply list which attributes a type has and for each attribute it would generate logic for initialization, copying, saving and loading. It sound awesome in theory but T4 is hard to debug (at least was at the time) and there were always some edge cases which were hard to solve with general approach.

Developing and updating T4 based solution took me at least two months, in total making it almost 10% of effort since v0.5 rewrite. New system already took a month to develop but I'm confident it won't take much time to maintain. Firstly, it already works, secondly it's easier to work with since it's pure C# code. I also simplified data a bit in order to make it work, some relations were really complicated and required a certain unintuitive order of operations to get stuff done.

How does this new "state engine" works and why didn't I implement it first time around? In C# there is something called reflection and I tend to call it "dark magic". It allows you to get information about data types while the program is running, information such as which attributes a type has, how they are called in source code, which types does the type inherit, reading and writing values where you normally can't and many more. All of this comes at the price of quite slow performance. Also there is another form of "magic", so called expressions trees which basically let's you  create more program logic while the program is running. At first I was concerned whether it's a good idea (how fast is compilation, would antivirus freak out) but I've found out that Microsoft's own database access functions use so it's not something foreign to the world. The price is only a slowdown on first use (compilation actually), further uses work almost as fast as native code. New state engine uses both schools of magic, reflection for gathering data and build up engine and compiled expression trees to do the actual operations but I tried to keep them to a minimum since they don't make very readable code. It's much more readable then T4 templates, true, but still not self-explanatory on a first glance as normal C# code.

This engine didn't come out of a blue either, I've been experimenting with technology a year ago and developed a small prototype project to test out those "magics". Now that a new engine is made, there is some minor code cleanup is left to do, full removal of remaining T4 templates and verification if all state and order data types save and load properly. God, I need to automate this somehow but only thing that comes to mind is to make a test suite which would take another month of making features. Back to compiling feature list for the milestone, one thing is certain, organizations are going to have a tangible effect.

utorak, 11. srpnja 2017.

Release v0.6

New major project milestone is done, Stareater has officially reached version 0.6. A few new features got implemented but there was many bug and stability fixes and code quality improvements.

Download Stareater v0.6f1

Major features of the milestone: 


Diplomacy - players can now call for an audience and negotiate treaties. Although bare bones, players can switch between peace and war, combat respects those treaties (you can't attack or be attacked if you are not explicitly at war) and code is ready for more nuanced diplomacy.


Refitting - a staple of  Master of Orion 2, built ships can be retrofitted with new equipment. Player can explicitly set which design is going to be retrofitted to which design. Also when a technology improvement gets developed, refit orders will be automatically issued to applicable designs. For instance when you get laser level 2, all designs with level 1 laser will be marked for upgrade.


Semi-exclusive research - another staple of Master of Orion 2 but in a less severe form. When a player makes a breakthrough in a research field he/she will get all technologies from that breakthrough but will have to choose priorities. Technologies with higher priority will be cheaper to develop to higher levels.


Space monsters - trope from basically all space games but especially important in this game. Unlike other 4X games your main goal is not to be dominant force in the universe (though you can do it as bonus objective) but to get back to "the real" universe. Stareater is a pocket universe which keeps you trapped and it's filled with space faring creatures which help it consume stars. Those creatures don't hold any special grudge against you but they are not concerned with your welfare either, they'd gladly make a star brighter and let it irradiate all planets in the system. Unlocking their secrets will be the key for leaving Stareater.
Minor features of the milestone:
  • Persistent ship damage - companion feature to refitting. Damage to ships in space combat persists after the combat and can be repaired at friendly star systems. Surplus repair points are used to retrofit ships.
  • Postcombat bombardment - similar to Master of Orion 1 and 2, after a space combat is resolved, winner can bombard (and in future invade) undefended colonies by just clicking on them. Previously attacker had to remain in space combat, move ships over a target and command each ship individually.
  • Weapon ammunition - some weapons like missiles and bombs now have limited ammunition in combat.
  • Hot seat multiplayer - multiple human players can play the game on the same computer. Technically this was possible prior v0.6 but now it's tested and some rough edges are dealt with.
  • Improved starlane generator - they now look more organic while ensuring whole map is connected and that each player has access to roughly similar part of the map.
  • Active planet and star traits - companion feature to space monsters. Celestial body traits now can have more complex behaviors then just being and not being. "Catalyzed" star trait can spawn "irradiated" trait on planets in system and expire after a few turns.
  • New rendering engine - not exactly a minor effort but from player's standpoint a less visible feature. Graphical objects are now handled in more organized manner, each scene simply lists where is what and underlying engine handles details like drawing order and draw state switching. Frame rate control has more options, from pushing GPU to work at max speed to battery conserving one. OpenGL version has been updated to 3.2 which allow easier use of shaders so there visual improvements too.
Under the hood changes:
  • Map settings from last game are remembered
  • Some of text templates are removed from code, replaced by different code structure
  • More ship images
  • More technologies which could end up in final game, not just for testing purpose
And more is to come. I'm tempted do to a lot more of under the hood changes, including better GUI library, restructured game data storage, add tests to prevent "f1" (hot fix 1) versions in future releases and so on. On the other hand I'd like to add more substance more quickly to finally get something really playable. I'll try my best to balance those too desires in next version.

subota, 24. lipnja 2017.

Bombardment Mk II

Real life got me busy again, it has been a while since last update but the last feature for v0.6 is done. Bombardment can be performed after victorious space battle.

New bombardment kicks in when attacker is at undefended colonies. Be it after defeating defender's fleet in space battle or by simply there being no space defenses at all. Rules for in battle and out of battle bombardment are virtually the same: damage calculation, ammunition limits and turn limit are the same. This also means that ammunition and turns spent in space combat are not available in bombardment phase. In essence bombardment acts like simplified space combat without unit movement, any colony can be bombarded instantly with all ordinance without spending turns on travel.


On top of this feature I've improved starlane generator so the map looks more organic and less like a crystal lattice. It was in rather a simple change, I've increased minimum angle between incident (coming out of a same star) lanes and decreased the number of extra lanes beyond the minimum required to connect all stars. It turned out that those extra lanes were major contributor for turning organic look to crystalline. Now, if 0% means minimum number of lanes to connect all stars and 100% means maximum lanes possible then new starlane density settings are as follows:

  • Few - 20% (was 33%)
  • Decent - 33% (was 50%)
  • Many - 65% (was 100%)
  • Maximal - 100%
Why stop on simple things when I can do complicated stuff too? Occasionally in maximum lanes setting there would be a few extra long lanes at the edge of the map, practically running along the whole edge. I've made an algorithm to remove them. It's something along the lines if a long lane was not there, find out if previously connected stars can still be reached via other lanes which are individually shorter and form a path which is not much longer then removed lane. Sounds simple but is a bit of a calculation intensive.

And now the plan is to fix a major bugs, polish a few things and finally release v0.6.

srijeda, 10. svibnja 2017.

Preview release v0.5.5

Another preview build is ready. Took some time, again, but a lot of new goodies got included.

Download Stareater v0.5.5

The biggest addition is diplomacy mechanic. It was described in greater detail in previous blog post so I won't repeat myself. That leaves us with a number of under the hood improvements and new technologies. My "tech tree" draft is shaping up and I'd say it's developed enough to start adding it to the game. So far I've added two out of eight technology tiers and I plan to add third by the end of v0.6. It amounted to whooping 46 entries which naturally exposed an UI issue in library :).

Which brings us to under the hood changes. Aside from fixing panel scrollbar to show more then one screen of technologies, I got around unifying "name" and "description" localization tags into one generic "lang code". Now items (technologies, ship equipment, ...) have only one localization entry and name, description and future library entry are automatically obtained by applying appropriate prefix. Debugging has also been improved by passing around a file name of the file being loaded which made it possible to print which file has incorrect format. It sounds a bit strange to not have that already but the thing with Stareater is that the code is split in two parts: game rules (core) and user interface (UI). Core should know as little as possible about the world outside of game rules and that includes file management. Ideally UI part should provide all data sources (which don't have to be files) to the core. Now the problem is that core knows when the data is wrong but UI doesn't know when core is analyzing data and which file is being read at the moment. So I made that along with data stream there is a little tag with "source info" which for now contains the file name.

Another quality of life improvement for development is inclusion of texture atlas generator to UI code. Atlas is collection of smaller images (planets, ships, stars, ...) into a single image and up until now it was generated with external tool which had to be run manually every time there was a new image for a game. Now the game can automatically add the image and let me know which ones were not prepackaged so I can run the tool before publishing a release.

Then there were bug fixes, a concurrency issue between turn processing and read only view (UI when next turn is being calculated but player can still look around the map from previous turn) was fixed. NVidia bug is hopefully fixed, I'd need somebody to confirm that. For the moment I'm using unofficial homemade OpenTK build while OpenTK maintainers are preparing the official one which should be published this weekend.

utorak, 18. travnja 2017.

Peace by deafult

Peace is now a default state, meaning diplomacy has been implemented. In other games in the genre, even if it is called peace, by default you are neither at peace nor at war with your neighbors. In Master of Orion for instance parties have to form a non-aggression pact in order to stop each other from engaging in combat. Without it you are free too attack each other and still enjoy trade treaties if neither side explicitly declares a war. Sure, an AI will automatically declare war every single time you attack it's ships (even if you let them retreat without casualties) but when AI attacks you it's "only" a friendly rub and you end up being rude for feeling offended.

Peace in the Stareater on the other hand assumes non-aggression pact. Picking on targets of opportunity (weak fleets, unprotected colonies) is strictly forbidden before formally declaring a war. Natives on the other hand don't respect human customs so they are always treated as enemies.


What is implemented at the moment is public relations screen where you can see your contacts with other players and see which treaties you have with them. From there you can call for an audience which will be held after hitting next turn. During the audience you can declare war or offer peace. For now this is it and AI will go along with whatever you ask of it. It will take some fleshing out but the idea for the future is to have "public opinion" feature where each civilization population holds an opinion about other civilizations. If opinion is too low then war can be declared and trade treaties will be harder to form. If opinion is very high then cease fire must be declared and war between those civilizations can't be declared again.


It was a bit boring to implement this feature, mostly due to sizable amount of GUI involved. It doesn't look much but there is quite a number of things inside the things. At the end it became interesting and I even did an extra mile to finish an old task of including undefended colonies to space combat check. There are not many tasks left in the backlog for v0.6, this milestone is going to conclude faster then I've anticipated.

četvrtak, 16. ožujka 2017.

Preview release v0.5.4

It's been a while since the last release and a lot of new stuff was added and polished.

Download Stareater v0.5.4

As usual details are covered in previous posts and here is a brief summary:
  • Refit cost from one design to another factors in component difference. More similar designs cost less to refit.
  • Missiles were introduced. They are basically an instant hit weapon like laser but with limited ammunition.
  • Damage on ships persists after battle and can be repaired.
  • Improved graphics engine. It's a bit more powerful and a lot less prone to human error.
  • Last game map settings are remembered.
  • Fixed a crash on when loading invalid settings file.
  • Improved starlane distribution when generating a "galaxy" map.
There are two known issues. First one is crash on startup on Nvidia GPU with recent drivers. There is no easy way to fix it so it will stay for a while. If you do observe this crash, try to run Stareater on different GPU or on no GPU at all. Second one is occasional crash on new turn. I'm still figuring out how to solve it, it a though case of concurrency issue where a piece of data is used after expiry. But don't let it ruin your fun!

subota, 11. ožujka 2017.

Map generator 2/3: starlanes

It's been cooking for some time and it's finally out, starlane distribution algorithm in map generator has got some actual implementation instead of stub. The algorithm could use some tweaking but it already produces good results.

The algorithm has three subalgorithms: maximum connectivity graph, minimum connectivity graph and interpolation between minimum and maximum. Don't get discouraged by the word graph, I won't dive too deep in graph theory mathematics, I'll just as a convenient word for "a way how points are connected with lines".

The general idea is to start with maximum connectivity and remove connections until desired starlane density is reached. Maximum connectivity algorithm has been the hardest part to nail down. I've tried and scrapped about a dozen methods. First couple of ideas looked promising until I've run into edge cases which were impossible to handle without introducing some undesired properties like bias toward topmost or leftmost star positions. Then I've tried to get so called Delunay triangulation working. Failing to find easy to copy-paste code and after contemplating whether it's worthy or not to spend time integrating nontrivial code I have found, a simple solution dawned on my mind. I figured my ideal solution would always contain shortest possible connection and from there I assumed the ideal would favor short connections over long ones. I expanded it to an algorithm which checks potential connections one by one, from shortest to longest, and adds a connection to a solution if it doesn't cross over previously added connections. Prototype was promising, there was only an issue where some points had a lot of lines coming out in a narrow cone. After adding a condition where a connections has to have certain minimal angle between them I solved that issue and got satisfactory results.


Minimum connectivity algorithm starts from maximum connectivity solution and finds the smallest set of connections necessary to connect all points. First it picks a point closest to the center and adds connections which form a shortest path from player homeworlds to that point. That central point is momentary substitution for what will later be a stareater's "brain" system so this steps ensure that players will have access to it and to eachother (and shortest path ensures there will be no cycles meaning no superfluous connections). Then the rest of points unconnected by those paths are added to solution by taking the shortest connection which would connect a new point with the set.


Finally, depending on chosen starlane desnity some extra connections are added to minimal graph. Again, the shortest candidate connections are added but this time the ones linking points with least connection endpoints have a priority.


All this was accompanied with some general map generator code refactoring. Parameters (map size, position randomness, starlane density) are handled in a much nicer way and last map settings are finally getting remembered. Now that I think about it last number of players is still not remembered, oh well. Anyway, the map still has to be filled with stars and planets in some meaningful way, I have some ideas and I'm look forward for a day when third piece of the puzzle will fall in place.