Truck: new in-game model with 4 component slots. Next steps: integrate the elevator and transcribe the engine formulas.
Roads: highways with rock fusion and an Ares Transport-style waffle pattern, taking on the biome's color. A road can follow the terrain or, beyond a maximum slope, dig a tunnel 🕳️ (turns and junctions not handled yet).
Rail: Creative Commons model simplified from ~35,000 down to ~3,600 triangles (thanks The_Moye for the optimization).
Chunks: purple "skirts" removed, better stitching between LOD 0→4. Still a few performance issues (and part of the atmosphere shader will be adjustable in the settings).
Entity streaming: works well, much faster builds (no more gigabytes of elevation data bundled in).
Rocks: 10 to 12,000 rocks on the server side tested without a hitch 💪
FPS bug fixed 🎤: a LiveKit constant in seconds instead of milliseconds was making the game lag with the mic enabled.
Ground: hex tiling shader (random rotation per tile), avoids repetitive patterns, with no performance cost.
Editor: chunk loading just like in-game + a free-roam camera (thanks warpzone), ideal for level design 🗺️
Godot 4.8: texture streaming is coming, a big FPS gain is expected even on low-end machines. Godot 4.x version upgrades remain painless.
bitogno fixed the Sandbox density values and added colored biome generation (areas more or less blue/red/green depending on the ore, with noise).
Reference point added to the wiki for roads.
⚙️ Game design
T1 engine validated (BARDOK's values): 100 electric / 600 torque → ~103 km/h top speed, 0-100 in 22-23 s. A starting point, adjustable.
Battery: dedicated channel opened. Leads: ~100 km per engine, swap frequency, avoiding "full batteries" making everything too easy.
Roads & driving: the idea that the road type affects acceleration and sliding. The starter truck would be average everywhere.
Speed limiter: debate in progress (toggleable or not, scroll wheel, memorizing the current speed…).
Vehicles in cities: not decided yet. Leads: pedestrian cities, automatic restriction via zone markers, warehouses on the outskirts / right next to the elevator and the spaceport.
☢️ Atmosphere & danger
2% CO2 below the cloud + uranium/thorium in the ground: we want to avoid a starting planet that is deadly everywhere.
Direction: localized dangers (high-concentration areas) that block the player without the proper equipment.