Hi Folks, another update for this month.
With polish comes performance tuning, and that’s a focus now. While it’s nice to run this game on a top end machine, I think it’s important that it can also run on a laptop (not a gaming one) or possibly even a Surface Pro. While this is a tricky balance between visuals and smooth performance, generally the smoothness of FPS comes out on top as priority. Moreover, with the seemingly infinite possible configurations of people’s PC hardware, setting reasonable benchmarks can be a challenge. Nevertheless, being that a goal of Stellar Navigator is to also be a tabletop aid, I think it’s important to at least have reasonable performance on something like a Surface Pro. So that you can have this at your gaming table.
Beyond that, this coming month will see work done on a DEMO of Stellar Navigator that will be available before launch. While I’ve said this in an earlier post, due to the higher stability being seen now in Stellar Navigator the demo prep is now making the priority list and work will begin on getting that prepared.
Other highlights! Consideration and some testing has been done around adding stations to solar systems. Up until now they have been represented by the marker system, but that may change in the future! Here’s an early block out look at a possible future station that could orbit a planet in your solar system!
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That’s all for this month, but before I go, here’s one more quick look at a feature that allows you to quickly switch between “natural” lighting of your solar system and a flat lighting mode to help when editing planetoids or stellar objects that are darker in color or further from the solar system’s star.
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Until next time, keep looking to the stars!
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