[GAME] Grimmstar - An Open Universe Space Fighter

It’s been a while since I’ve posted any updates, but we’ve had a lot of things going on. I’ll start with the two most recent devlogs:

This devlog focuses on the process used for developing our rock-based ships. Along with that, we updated our crystal meshes and materials and continued work on developing the Terranova.

Believe it or not, this video focuses on explosions! We’re still iterating and improving explosion effects, even past what was posted in this video, but a quick process breakdown was included, showing our usage of JangaFX’s Embergen for generating flipbook animations. This big news with this video though is the improved AI path finding and object avoidance systems we recently implemented. we went from 3-4 enemies on the screen at once, to well over 40 and we haven’t even introduced multithreaded tasks yet.

Lastly, we recently had a technical article posted on Unreal’s webpage, outlining the use cases and advantages of using real-time ray tracing to light enormous space games like Grimmstar. Some of the tricks we’re using are explained in the article. Go take a look!

We should have another devlog up before long and we hope everyone is staying safe and in good health!