Marek Rosa - Goodai Blog 02月27日
Marek's Dev Diary: February 27, 2025
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本周的太空工程师开发日志分享了多个项目的进展。Space Engineers 1的Update 206即将完成,Space Engineers 2的VS 1.1也接近完成并进入测试阶段,即将发布。VS 2在植被渲染方面采用了Flora impostors技术,以优化GPU性能。动画剔除功能也得到改进,远距离的动画方块将被禁用以提高性能。水体团队在水面效果和性能上取得了显著进展。此外,25cm统一网格系统使得物品放置更加精准。Modding功能即将登陆SE2 (VS 1.5),同时第一人称动画和枢轴控制也得到了优化。AI People项目则在NPC关系系统、核心记忆系统以及动作同步方面取得了重要进展,使其更像一个设定在2033年的动作RPG游戏。

🌳 VS 2使用Flora impostors技术,将远处的树木渲染为广告牌,优化了GPU性能,提高游戏流畅度。

✨ 动画剔除功能通过在玩家远离时禁用动画方块的动画,显著提升了游戏性能,减少资源占用。

🌊 水体团队改进了水面效果,使其更真实地反映水流速度和各种表面效果,并提升了性能。

🤖 AI People项目正在开发一个NPC关系系统,该系统使用核心记忆来驱动NPC的行为,该系统追踪NPC与玩家以及彼此之间的关系,让角色感受到他们的社交联系。

🛠️ VS 1.1优化了枢轴控制,在复制和粘贴时提供更高的精度,使结构放置更加清晰可控。

What is this

Every Thursday, I will share a dev diary about what we've been working on over the past few weeks. I'll focus on the interesting challenges and solutions that I encountered. I won't be able to cover everything, but I'll share what caught my interest.

Why am I doing it

I want to bring our community along on this journey, and I simply love writing about things I'm passionate about! This is my unfiltered dev journal, so please keep in mind that what I write here are my thoughts and will be outdated by the time you read this, as so many things change quickly. Any plans I mention aren't set in stone and everything is subject to change. Also, if you don't like spoilers, then don't read this.

Space Engineers 1

    Update 206 is nearing completion.Here is a little sneak peek from yesterday's team presentation:

Space Engineers 2

    VS 1.1 is almost finished and we are testing it now, release will be soon.

    Flora impostors for VS 2 - fendering all visible trees as real geometry would be too GPU intensive, so a good practice is to render distant trees as billboard impostors, which are not recognizable to the eye. Here's what the first prototype looks like.


    Animation culling - to optimize performance, animation on blocks with animated sub-parts should be culled (disabled) when the player is too far away to see it. This video demonstrates this feature, with the culling distance artificially lowered for visibility.


    The water team has made significant progress, with an updated "delete water dam" testing scene that shows improved performance and visual effects. The water surface now appears more realistic, accurately reflecting the velocity of the flowing water and various surface effects.


    This screenshot shows how the 25cm unified grid system allows for items to be placed on the Gearforge block's table, and for a light to be positioned on the block itself.


    Fracture simulation - because it's cool!


    Planetary flora progress


    Modding will come soon to SE2 (in VS 1.5) This is a modded skybox example:


    We are working to enhance first-person animations, with a focus on ensuring that the tool or gun remains steady and consistently forward-facing on the screen.


    For VS 1.1 we will also refine pivot controls to give you more precision when copying and pasting. When you copy, cut, or create a blueprint, the pivot point will automatically be set to the block you aimed at during the action. When pasting, this pivot point will be highlighted, making placement clearer.



    Additionally, the snap size of the pivot point now determines the default snap size of the pasted grid or blueprint, giving you better control when positioning structures.


AI People

    We worked on designing a relationship system for our AI-driven NPCs that creates meaningful interactions while maintaining a deterministic foundation enhanced by LLMs. This system tracks how NPCs relate to players and each other, making characters feel aware of their social connections.


    AI People is turning into an action RPG set in 2033 after superintelligent AGIs transformed cities and then vanished. Player leads a group of 10 survivors in a fortified estate, managing resources, defending against raiders and malfunctioning AGI tech, and interacting with other settlements.


    We implemented a Core Memories system where each NPC has up to five key memories that strongly influence their behavior. These one-liners adapt dynamically based on game events and can be affected by player actions or directly edited.

    We also improved action synchronization to handle over 20 NPCs simultaneously instead of just 5 sequential characters. NPCs now act independently by default and only synchronize when forming groups. This allows multiple individuals and groups to exist concurrently, with the AI Director managing their routines and action plans.

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太空工程师 开发日志 游戏开发 AI 性能优化
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