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This week we have the 100th edition of This Week in Veloren! We have writeupsfrom many contributors, making this the longest edition yet.
- AngelOnFira, TWiV Editor
Thanks to this week's contributors, @XVar, @Acrimon, @nwildner, @Pfau,@SarraKitty, @Slipped, @Pfau, @Snowram, @Entropy, @zesterer, and @Frinksy!
This week we have a unique blog post. It's our 100th edition! For this blog, wehad to make it the biggest one yet. We have writeups from 20 of Veloren'sdevelopers, artists, composers, and other contributors. Because of this, here isa table of contents with all of the topics. Enjoy!
I joined the Veloren project in January 2019. I was intending on making a verysimilar project myself, and in doing research, I stumbled across Veloren. I knewsome Rust at the time; enough to solve the kinds of problems you'd find onHackerRank or Advent of Code. So I looked for other areas that I couldcontribute, and found TWiV. There was only a single post that had been made atthe time, and it dated to a few months prior.
So I started writing the blog. At first, itthere was just an art and programming section. Around the 12thedition, we saw the first writeup. Morestructure started being added to the blog, and more content was coming in fromcontributors. We saw concept art, ideas in prototyping phases, new systems beingdescribed, and much more.
We've seen many great benefits from the blog: people have found out about theproject, aspiring developers have seen something they could contribute to, andit's created discussion around many elements of the project. Further, it's beengreat seeing what others have been working on in a curated format.
So here's to the progress that has been made over the last 100 weeks, and here'sto another 100 ?
You start your journey in a town named Mosswall. The town is small, but it hasmost of the essentials: a fletcher, a carpenter, a small open-air market, and atavern. You realise that you have a few pieces of gold about your person so youdecide to visit the market. Since you appeared to start in a small square, youdo so via a narrow cobbled street, lined with houses. Townsfolk walk past andgreet you as you go.
Once you reach the market, you find several merchants flogging their wares. Youwalk over to the nearest: she's selling weapons, telling you that her swordscame from a blacksmith in Cliffheim, a dwarf settlement to the north. Curiousyou pull out your map: sure enough, you can see Cliffheim nestled amongst thefoothills of a mountain several days walk to the north. You like the look ofthis sword: it is sturdy and simple, with a leather grip. You feel that it'llserve you well.
Satisfied, you pay the merchant, and she thanks you for your business. Curiousabout what you might need next for your adventure to truly begin, you enter thetavern on the opposite corner of the marketplace. It's dark and quiet, much asyou'd expect from such a small town. The only light comes from a fireplace setinto the wall and sunlight coming in through the window.
There are a few travellers at the bar (as implied by their heavy backpacks andlight travel armour). You walk over to one and ask them where they're visitingfrom. They say they've come from the west, a lakeside village known asFeastloch. The town had recently been having trouble with some of the wildlife:trolls from the northern mountains had expressed interest in the village'splentiful supply of fish and had invaded the town. Most of the inhabitants hadbeen forced to flee. Those that remain are asking for adventurers to help themfend off the trolls.
You bid the traveller farewell and they thank you for your company. This seemsto you like an opportunity to make a name for yourself as good as any, so, aftervisiting the market for some food supplies, you make your way down the road thatheads out of town. Cobble gives way to gravel, and gravel gives way to dirt:eventually, you find yourself wandering through an oak forest.
There is birdsong and flowers, and a slight breeze in the air. The pathcontinues for an hour's walk until you come to a fork in the road. A sign nearthe fork reads 'Feastloch, south-west. Cliffheim, north'. Encouraged by yourprogress, You set off to the west. The terrain begins to change. Broad oak treesgive way to sparse pine, and the grass dulls.
The air chills and the wind picks up as you climb to the crest of a hill.Staring down into the mist, you see the mirror-like surface of a lake,scattering the early evening sun across the valley. Smoke rises from thechimneys of a dozen houses on the lake's northern shores. This must beFeastloch.
Some distance ahead you spot a figure walking the path. As the figureapproaches, he yells a greeting, and asks you where you're headed. You tell himthat you're travelling to Feastloch. He shakes his head and tells you that thetrolls have taken the village for their own. An unprepared traveller likeyourself would surely struggle to take them on. Undeterred, you tell him thatyou intend to free the village from the trolls. He protests, but wishes you welland hands you a flask of liquid, telling you that it'll heal you if you gethurt.
You reach the outskirts of the village in time to hear a bellowing roar from thedirection of the village hall. Carefully, you make your way toward the noise,taking care to remain hidden behind trees and marsh reeds. The bellowingcontinues, and you catch sight of an enormous troll attempting to break throughthe wall of the village hall.
Thinking quickly, you dig through your bag. Amongst other items, you find aflash bomb: just what you need. The troll roars once more and you throw ittoward the village hall. It's well-aimed: it hits the ground next to the troll,exploding with bright light and flames. The huge beast jumps in surprise andruns away into the tree line behind the town, dropping its huge club as it doesso. You have scared away the troll, and obtained a heft club in the process!
As the only developer mostly working on UI design and UI frontend for Veloren Ifound myself contributing to two different branches lately.
For the inventory upgrade branch, we needed to rethink and resort some of thebag elements, add a completely new system to expand the inventory view, and fitin new slots for bag items. Additionally, this involved planning out the gamedesign of this exciting new feature and organizing some test runs. And this wasjust my (small) part in this. Everything going on 'below the surface' took weeksfor @XVar to fully flesh out until we could even think about UI.
Another very interesting new feature I was involved in was skilltrees. Thesefirst required a more or less fully automated way to generate a layout. Then,the developer (@Sam) writing the underlying systems just has to place simplebutton widgets onto the pre-generated layout and make them trigger events onpressing them. One can basically put in some values at the top of the file andthe code below creates just the right amount of background elements and placesthem based on a certain ruleset. Working on this was really cool as it felt likecreating a 2D level generator.
All of this is especially amazing to me because I started out with just knowinga bit of CSS and LUA when I joined the Veloren Team in 2018. My last CS classdated all the way back to around 2008 when I started to learn graphic design. Myorigins are actually in the World of Warcraft UI modding community, which youmay or may not recognize in some of the Veloren UI elements ?
~Pfau
I'm working on an animation branch by @lboklin that adds realistic gliderphysics to the game. While the master setup only allows for turning with theglider, this adds aerodynamics that will simulate the movement down to detailslike air density and surface area of the aerofoil to calculate drag/lift andtrack pitch, yaw, and roll. You can pull back on the glider to enter a slowglide or lower yourself to the ground. Push forward on the glider to go into afast dive. Banking properly allows for a ton of fun movement, even in tightspaces. The player is also now a lot more responsive to the movement, gettingpinned to the glider at high speeds and hanging freely when coasting.
I joined the project soon after @zesterer created the Discord server. I offeredto help set it up and that's how I got involved. At the time I had very littleprogramming experience, so I was open to learning any tools others would chooseto develop the game with. After Rust was chosen as the language we would use, Istarted reading the official Rust book. It wasn't until the engine rewrite whenI started working on the actual codebase. By that time I had read about half ofthe book, and with a lot of help from @zesterer, I took on the task of writingthe networking code.
The API was really simple - the server would have a
PostOffice
, which wouldreceive connections represented as PostBox
es. The client would callPostBox::new(address)
which would connect to the server, and again yield aPostBox
instance. After that, utilizing the connection was as simple ascalling .send(data)
and .receive()
on the PostBox
. Unfortunately, while itpassed the unit tests I wrote, it didn't actually work. I couldn't find theissue, so @zesterer took over and managed to make it work. The overallarchitecture didn't change for quite a long time though, so I was a bit proud ofat least getting that right. I learned a lot along the way as well, especiallyabout multithreading and sharing data between threads.For some time after that, I contributed more minor things, or helped with thingsunrelated to the actual code. Even at times when I didn't contribute much to theactual game I've always been around on the discord server. I've dipped my toesinto the world of voxel art - I actually created one model that is still in game
- the wheat model. At some point I learned how to create packages for ArchLinux, and have been maintaining a few for Veloren ever since(
veloren
,veloren-bin
, andveloren-git
).
My biggest contribution was probably adding controller support. I initiallystarted working on it around 0.3, but lost motivation for a while, and ended upstarting from scratch sometime before 0.5. While it took me some time, Iactually pulled through that time, and controller support was included in the0.6 release. It required me to learn about multiple in-game systems likesettings, the input system, and the code consuming the input events (that wasespecially the case for analog inputs like joysticks, since before the game onlysupported key press/release events with the exception for mouse movement).
I used the
GilRs
library to handle thelow-level implementation details, and after familiarizing myself with theexamples I started plugging it into Veloren. There are 3 input types recognizedby Veloren a controller can provide: (check out the codehere):Button
- binary input - like with a keyboard a button can either be pressedor not pressed, but nothing in-betweenAnalogButton
- analog input which can be represented by a number between0.0
and1.0
- usually those would be for example triggers.Axis
- analog input which can be represented by a number between-1.0
and1.0
- an example of that would be one axis of a joystick.
For the purpose of configuring key bindings, each of them is represented by an
enum
containing two variants:Simple(GilX)
whereGilX
is anenum
provided by the library representingall Buttons/Axes it recognizesEventCode(u32)
is used for inputs to whichGilRs
assigns theUnknown
variant of the aforementionedGilX
enum
Due to the way the raw events from
GilRs
are converted to the Veloren-specifictypes, for example Button::Simple(GilButton::Unknown)
will never match anybutton press, as all events corresponding to unknown buttons are represented bythe Button::EventCode
variant. It's similar for the AnalogButton
and Axis
enum
s.This can be used to our advantage, as instead of using additional
Option<T>
wrappers in the key-mapping code, we can use the Simple(GilX::Unknown)
variants to signify not binding an action to any key. While this might seemconfusing, I think it's a pretty neat solution, and I made sure to placecomments informing about this in the relevant places of the codebase.Let's move on to the actions the inputs can correspond to. As you might expect,there are 3 types of actions depending on the input type. But in addition tothat, they are divided into menu actions and game actions. The names areself-explanatory, the actions a controller can be bound to in menus arecompletely different than in-game actions.
Now let's talk aboutsettings.As you can see, there are key-maps for each input type, one for the menu inputsand one for the game inputs. In addition to that, you can configure dead zonesper-input, invert some axes, adjust the in-game camera pan sensitivity andsensitivity of the menu mouse emulation (more on that later).
Those were some of the more interesting things about the controller supportsystem, if you're interested in learning more about it, you can look at themerge request.Most of the magic happens in
controller.rs
and window.rs
. Some of the codehas changed by now, but most of what I'm talking about here stayed the same.Now let's talk about some things related to controller support that I didn'timplement. First off, a graphical configuration interface. Implementing itrequires knowledge about the graphical parts of Veloren, which I haven't touchedto this day. The other thing was proper menu navigation - with a controller themost natural way is to have one element be highlighted, and move the selectionwith a joystick. That would require a lot of work though, as it would probablyrequire major changes to the way the GUI is handled, so I settled for mouseemulation, which while not optimal, was a much simpler solution to implement.
Since implementing the above, the biggest thing I've worked on was planning ascreenshot and trailer competition which was supposed to take place around the0.8 release, but it turned out to require much more time than I had anticipatedto properly prepare, so I have put that project on hold for now. I might takeanother shot at it in the future. No promises for now though ;)
To finish up, I've learned a ton while working on the project and met lots ofamazing people. I would like to thank everyone involved in making Veloren whatit is today - a promising game, and an amazing community. I look forward toseeing what the future brings us!
When I first found Veloren, I was a bit anxious to join and hadn't evenconsidered being able to contribute. After I joined the Discord, I noticed theart section channels, which sparked something that made me want to try afterall. After I posted my first model attempt, the nice reception kept me motivatedto make more. By now, I have made many models that are present in the gamethrough the help of others. The continuous support I've received kept me going,and I plan to contribute just as much next year as well.
The biggest thing I've worked on was probably the creature model rework. Iproposed the remodelling of the animal models at the time, which I took uponmyself. Lately, I haven't been able to contribute much, due to being busy. Imade a few voxel models of item drops, like crafting materials such as wood,ores and gems. When the new model-skeleton for smaller bipeds was introducedhowever, I got a surge of inspiration and made a bunch of models for demihumancreatures alongside others. As all dungeons were generally occupied by humanoidNPCs for now, I'm definitely looking forward to the diversity this will add tothe content.
Heya! It has been a year since I have discovered Veloren and its awesomecommunity. This year has been crazy and I'm proud to have taken part in thisadventure.
I started to contribute to Veloren by creating some NPC models. Learning how tomake them has been a really good learning experience as it was the first time Iplayed with voxel modeling. After delving into the process to add these newspecies into the game, I discovered how to make skeletons and animations forthem. At first, it was a time-consuming process but we achieved to make theworkflow easier and easier to allow for complex animations. Now I am workingwith the art team to make voxels come to life and integrate them into theecosystem.
There are now almost 100 different species and we are only starting since newskeletons are often getting added. I have also started to learn some Rust basicsto be more involved in the development process. So far I added some simplefeatures like a weapon speed stat or allowing items to have buffs. For thefuture, I'd like to progress further and finally overcome the steep learningcurve. The year to come will be very exciting and I'm eager to see what comesnext!
I'm XVar - Technical Architect for a UK-based software company by day, Velorendeveloper by night (and often weekends..). I first came across Veloren onReddit, it seemed like a pretty neat project and I'd been looking for a moresubstantial project to improve my Rust skills with, so I joined the Discord andmore or less jumped straight in. At that point my Rust experience was fairlylimited, comprising of a mostly finished Gameboy emulator and not much else.
Bringing Clippy Back
My first MR cameabout when I ran
cargo clippy
and was faced with hundreds of warnings,rendering Clippy completely uselesswithin the Veloren project due to the noise of the vast number of existingwarnings. Cue me adding hundreds of Clippy suppressions to get to a baseline of0 warnings and creating a trackingissue that to this day stillneeds completing. Although many of those initial suppressions still exist,following this MR we added a zero-tolerance policy for Clippy warnings to our CIpipeline so Clippy continues to be a valuable tool (especially to developers newto Rust) within the project.Persistence Overhaul
Following this MR I made numerous bug fixes and minor changes before comingacross an issue that I considered myself fairly well qualified to deal with -Veloren's database persistence. At this point, Veloren had only had persistencefor character data for a few months - a vast improvement over the previouscomplete lack of it but a fairly brittle implementation. With item data storedin the database as serialized JSON including a copy of the actual itemdefinition itself this led to serious issues whenever item definitions werechanged leaving 'legacy' items in existing inventories and loadouts with onlynewly created items having the new properties from the asset files.
The solution to this was to rework the database schema to only store the ID ofitem definitions rather than copies of the entire item, as described in thisRFC.As well as removing the issue of 'legacy' items requiring complex JSONmigrations whenever item definitions were changed I also introduced the conceptof 'every item can be a container' - more on that later. The persistenceMR was a bit of abeast, with development ongoing between August 2nd and September 18th with 77commits total including an 800 line databasemigrationto extract all of the existing JSON blobs into the new database schema. @Sharp'sinput and collaboration on this MR proved to be invaluable particularly withregards to ideas on how to make the database schema even more robust.
'Has the server crashed?'
Anyone who spent more than a few days in #general on Discord prior to December2020 will have been familiar with the frequent questioning from players of whythe server just went down following the merge of an MR and the automatic serverrestart. That's to be expected when you're faced with an obscure networkingerror out of the blue, after all. Seeing this happen so often prompted me toinvestigate how we could give players warning of an upcoming restart, and itturned out our Docker infrastructure included all the required componentsalready due to our use of Watchtower for pulling docker image updates.
Watchtower by default sends SIGTERM to the watched container (in this caseVeloren-server-cli) - which results in the server instantly going down. However,it also supports sending custom signals to processes rather than straight upkilling them. I made use of this by adding functionality toVeloren-server-cliwhich starts a two minute timer upon receiving a SIGUSR1 signal. For these twominutes global chat messages are sent to all connected players informing of themof the pending restart, before the server is finally shut down after the twominutes expire.
Unfortunately, this feature didn't work as intended for a further two months asI kind of forgot about it after it went in and there was abug in our Dockerfilethat prevented the SIGUSR1 signal from actually reaching the Veloren serverprocess. Once this fix went in though, the calls of 'has the server crashed?'were instantly silenced.
Inventory / Loadouts
After completing the persistence MR I vowed to avoid tackling such a large taskfor a while, so naturally, a month later I began work on a complete refactor ofinventory/loadout handling.
For as long as I've been part of the project, players have had a fixed 36-slotinventory with no way to upgrade the size of their inventory. Numerousdiscussions were had (and abortedprototypes were made)before we settled on implementing inventory upgrades with 4 new bag slots in theloadout.
Not only will this allow players to carry many more items than today, but italso introduces the concept of items acting as containers that hold other items.Every item that's in a slot other than the basic 18 slots of the the inventoryitself will actually be 'inside' the equipped bag item that provides that slot.
This functionality won't have much of an impact when it's first merged, butit'll allow for some interesting possibilities in the future. For example, ifweight is added to items combined with overburdening you might want to quicklydrop a specific bag of stuff on the ground in order to run faster and escapeimminent death.
The requirement to have 4 loadout slots that could all hold the same kind ofitem (bags) necessitated refactoring to remove the previous design restrictionof a 1:1 mapping between
ItemKind
and EquipSlot
. This not only allowed us toimplement the 4 bag slots, but after this MR is merged you'll notice that youcan equip a ring on both hands rather than the previous single ring slot.This change hasn't merged yet, but it should be merged in early January 2021 ?Pfau's blog post has more info on theUI changes related to this change too.
Closing
While 2020 has been a pretty crap year by all accounts, I've had a blast workingon Veloren and seeing it evolve over the past six months. I still don't considermyself a Rust expert by any means but working with it consistently has not onlymassively increased my productivity in the language, but also I frequently findmyself thinking about problems from a different angle when working in otherlanguages too due to Rust's disallowance of data races and such.
Seeing all the work ongoing with world-gen, the transition to
wgpu
and iced,the huge improvements to combat and the beginning of a plugin framework all makeme excited to see what's next for Veloren and I think the game has a brightfuture in 2021 and beyond.Hi there! My name is James and I have been contributing to Veloren since August,where @Sharp was kind enough to let me volunteer my hardware to fix an NVIDIAshader bug. I have mostly worked on combat and AI code. For anybody who wouldlike to contribute but is a little timid about it due to little experience oranything else, I encourage you to jump on in! The devs are very friendly andhave helped me a lot.
My first major contribution was adding additional skills to the hammer, axe, andbow. @Sam (combat lead) graciously wrote a guide for adding skills. With helpfrom many of the other devs I managed to add two new character states to allowfor charged melee attacks and ranged projectile bursts. This was my first timeworking on a project larger than a few files and was quite overwhelminginitially.
Since then, I have had fun programming humanoid NPCs to attack with all of theirnewfound skills. We currently use a state machine to determine NPC behavior. Theonly NPC programmed to use multiple attacks when I added these skills was thestone golem, which uses a timer and proximity to target to determine attack. Ibegan by implementing human attacks in this manner as well. When NPCs were firstadded to Veloren, they were designed to take the same inputs as playercharacters (as far as the code is concerned).
Minimizing the difference between players and NPCs is part of our attempt toheighten immersion in our simulated game world. Using an arbitrary timer worksagainst this purpose and can make NPC attacks too regular and predictable. Sincethe humanoid NPCs use the same attacks as players with the same energy costs, Itransitioned the conditions for firing the different attack skills to energycost with a little bit of RNG to simulate stress-induced, split-second decisionmaking.
Currently, humanoid NPC attacks tend to be a little over-aggressive and in somecases play better than most players with the same weapon. I intend to give NPCsvarying skill and adeptness with weapons to make combat against AI feel morelike PVP. Before working on more considerations with the AI code, I plan totransition the state machine to a behavior tree for better control in the newyear (assuming no one else does it before I get to it).
I also got to work with @Slipped on some animal attacks. Currently, testing AIcode to get it just right can be time-consuming with having to recompile afterevery change to see how it plays. I hope to modularize the code better with theswitch to a behavior tree and perhaps move some tactic components into RONfiles.
After working with combat for a while, I ventured into the land of audio. I playseveral instruments IRL but had no experience with audio software or coding. Thefirst step was to allow for biome specific music. The biome of each chunk isstored in the terrain metadata. Querying that information was fairly simple. Ithen worked on some rather convoluted biome transition code before we decided tolet the songs play to their end.
Biomes, as defined in the code, are simply labels applied to chunks that meetcertain temperature, altitude, humidity, etc. conditions. I tweaked these valuesa little to match the world gen. At the time, the soundscape of Veloren wasbeing discussed. It was quite empty. Luckily for me, @zesterer had implemented a'blocks of interest' system that selects certain blocks from the loaded terrainto emit particles. These are used for falling leaves, beehives, fireflies, andfireplaces.
I repurposed the system to emit sound effects from blocks. The sound effects canbe emitted at different times of day allowing for leaf blocks to emit bird callsduring the day and owl hoots at night. @Daforlynx worked on and provided me witha wind loop. I created a non-spatial ambient sound manager and set it up to playthe wind sound at varying volumes depending on the altitude and tree density. Inthe future, this will likely be tied to weather simulation.
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As more people play Veloren, we hear all kinds of feedback. Many people askedfor a passive health regen. Most of the core devs do not like the idea of apassive health regen for many reasons. To help the player situation out, I madecampfires regen health when a character sits nearby. To accomplish this, Ideveloped an aura system to apply buffs to nearby entities. While relativelybare-bones right now, this system will allow for things like poisonous gasvents, enchantments, and more.
Most recently, I have been working on a poise system to complement Velorencombat. In many old school RPGs, combat is little more than firing off differentattacks while the character remains stationary. In Veloren, we hope to develop amore dynamic combat system that rewards player skill with regards to movementand weapon skill use. The addition of i-frames for melee attacks to theroll/dodge was a major first step. The poise system will govern stuns andtake-downs. With this system weapons have a poise damage stat in addition toregular power. This makes some weapons better for stunning while having lowerDPS allowing for more play styles.
Armor also will have a poise damage reduction stat. The exact balancing detailsare not sorted out yet, but the general idea is as follows. Character entitieshave a poise component similar to health. Different species have different basepoise values. When poise is lowered below a predetermined fraction of the total(tentatively 50%) the entity enters a stunned state, interrupting their attackand affecting movement. The stunned entity's poise immediately resets to 100%.The further below the initial stun level, the larger the effects on the stunnedentity.
I am still experimenting with knockback as well. This system motivates theattacker to save up heavy attacks for when the defender is most vulnerable andprovides further impetus to avoid being hit. With the addition of @Sam's skilltrees I believe we will be well on our way to a fun, competitive combat system.
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I found Veloren at a point when I had a lot of motivation to write music foropen-world games but I couldn't find an outlet to fulfill it. Finding Velorencommunity amazed me, how so many talented and hard-working people can team upfor a passion project so organized and well-directed. I was immediately hookedby the concept, downloaded the game, and played. 5 hours later I already wasdone writing the track 'Between the Fairies' and sent it to #audio. And todayI'm one of the team leads of the audio team.
Veloren really helped me learn to enjoy the process and cherish the progressstep by step. It also showed me that people with passion and talent are a hugeforce, that can build an entire game only by volunteers! (that's crazy)
Currently, I'm making and implementing sound effects for a free-to-play gamecalled 'Tadpole Tales'. You can check out some more of my workhere. It's more than exciting to be apart of this community, and I'm looking forward for our future!
Follow-up Performance Analysis from devblog-93
When I wrote this article it had the working title 'how to make sure that thenext release party can handle 100 players'. During the investigation, I diveddeep into the Veloren source code and found multiple regions that havedifficulty scaling. The server only needs a single bad scaling component whichis enough to slow down everything. I was even happier to actually see 100 peopleon our lastest party. In its current state, none of the devs could dream of itscaling so well. Anyway, I owe you some physics and networking details.
How we Calculate Physics
Physics in this context describes handling positions, velocities, and hitboxes.We break it up into 2 parts: first, we do entity <> entity collisions. then wedo terrain collisions and apply the movement.
Entity <> Entity Collisions
For this, we iterate over all entities. Technically, only those with positionand velocity except for mounted entities and projectiles. For each of theseentities, we check if it collides with another entity. We skip entities checkingagainst themselves, other mountings, projectiles, beams, and shockwaves.Therefore we draw a cylinder hitbox around the entity. If we detect a collisionwe adjust the velocity so that our entity moves away from the collision.
Entity <> Terrain Collisions
For this, we iterate over all entities (technically only those with position andvelocity except for mounted entities). We then apply movement parameters(gravity, friction, water physics) to the entity. Then we try to apply theresulting velocity in small steps, which doing collision checks with theterrain. Therefore we draw a rectangular hitbox around the entity.
I used
tracy
(see prev devblog) to analyse the bottleneck of our physicscoding. The more players are spread around the server, the more entities areloaded. The entity <> entity code scales very badly, as it needs to check eachentity with each entity. For 1000 entities we have 1.000.000 checks. During loadthe server often has 3000 entities loaded, resulting in over 9.000.000 checks.In order to speed this process up we do a quick-check where we approximatelysome parameters, so quickly skip far apart entities, though this check is farfrom optimal. Additionally, we parallelize this calculation to profit frommultiple cores.This is our main bottleneck for < 30 players, it will draw resources and burnCPU time (which costs us server host money to keep the server tick time at 30TPS).
Overview of new Network Backend
Our old code had many bottlenecks that got fixed within the last 2 months.
- We used to actively wait for new players to connect, actually creating a'laggy' tick, that can take up to half a second. We only do this for the authtoken check currently, but plan to even put this in a background task.
- We send a big message on a single channel for all kinds of communication whichgot compressed always. We started to split this up in multiple channels, so wecan process PING messages independently of CHUNK messages or GAMESTATEmessages. Also we can apply compression algorithms more carefully and savesome CPU time.
- We no longer need to serialize the same message multiple times if we want tosend it to multiple participants. This massively saves CPU time on the server.
In the future, we will apply separation into multiple channels even morecarefully and optimize our ECS format, to reduce bandwidth usage by 75%profiting users with slow internet connections.
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I would like to take this opportunity on this special 100th blog to thank allcontributors, artists, players, developers, musicians, and translators for theirtime and dedication spend on Veloren. There are 1000 different faces, and eachof you is doing your unique but essential part for this project!
We have two major transitions in the crates (Rust libraries) being used forrendering and UI respectively. For rendering, we are switching from
gfx
pre-llto wgpu
and for UI we are switching from conrod
to iced
. One of the sharedmotivations for these switches is to move to crates that are being more activelydeveloped.The old
gfx
crate is pretty much inactive since the gfx team moved on todeveloping the much lower level gfx-hal
and wgpu
which is closer to the oldgfx
crate's level of abstraction. While conrod
is more mature than iced
and is still maintained to an extent, updates are infrequent and there doesn'tappear to be a significant driving force to fix the current missing features andrough edges.Wgpu transition
Currently, we just use the
gfx
OpenGL backend. wgpu
automatically supportsmultiple backends including more modern backends such as Vulkan, dx12, andmetal. Hopefully, this should allow us to eke out more performance. The wgpu
rewrite is currently fairly complete, mainly with shadow rendering needing to befixed as well as interpolation of LoD texture sampling. There are, however, afew other issues to consider:- drawing into shadow cubemap textures
- OpenGL support
- shaderc/spirv
Shadow Cubemaps
We use cubemaps to render point light shadows. Previously, we could render toall the faces using a single draw call via a geometry shader that duplicatedvertices and selected a separate face of the cube for each duplicate. However,
wgpu
doesn't provide support for geometry shaders so this isn't possible. Toget around this we have to have a separate render pass for each face where werender all the terrain into that face. This works but potentially has an impacton performance.OpenGL Support
Currently, we target OpenGL 3.3 with the goal that people on old machines shouldstill be able to play Veloren. Unfortunately, OpenGL support from
wgpu
is verylimited and only exists on Linux/MacOS due to complications with surfacecreation and I don't know what theminimum required OpenGL version would be and/or how much overhead there is toemulate the modern api of wgpu
for older OpenGL versions. One thing that willhelp us is that there is also support for dx11
which should cover many of ourWindows users on older machines without dx12.Shaderc usage
wgpu
consumes shaders compiled into SPIR-V. To get the spirv shaders from ourglsl shaders we have to use shaderc
which is a non-rust dependency thatintroduces additional friction to getting compilation of Veloren set up. Apotential workaround for this that many projects use is to precompile theshaders to spirv and track those in git along with the glsl source files. Thiswill make shader hot-reloading more complicated as we can currently just changethe shaders and save them and the game will recompile them automatically. Apotential middle-ground would be to include a new feature in voxygen
thatenables the use of shaderc
/hot-reloading which is off by default that graphicsdevelopers can enable as needed. We could even have it enabled in thedistributed version of the game if there are no complications for compiling inthe CI with shaderc
.Iced transition
As I think I wrote in a previous post, we have fully transitioned the main menuand character selection screen to using
iced
. All that remains is to covertthe HUD however this contains much more UI code than both the menus combined.Some of this code is reusable but most of it is
conrod
specific UI code. Inorder to break this down into surmountable bytes, we will need to have a way toincrementally transition the hud code. The first step is implementing a customiced
widget that can manage a list of windows to allow easily laying out a HUDlike UI. This can then be drawn alongside the conrod hud. Then we canreimplement each major portion of the hud as one of these windows (e.g. the mapscreen, the chat, the skillbar, etc).One other thing we will need to keep an eye on is the performance of textwidgets. Unlike
iced
, conrod
requires an ID for every widget. It is nice tonot have manage IDs when writing iced
UIs; however, in our conrod
renderingbackend, IDs are used for caching text rendering information for efficientlookup. conrod
itself also keeps some state associated with each textwidgetwhich allows it to identify when the text is changed or when previouscomputations can just be reused.There is a proposal for
iced
retain information about the widget tree between frames which could be helpfulfor this issue. We could also create a custom widget that grants IDs for texteither managed by the user like in conrod
or automatically derived (e.g. using#[track_caller
)or perhaps we will find some other way to efficiently cache and retrieve thisstate.Angle Opengl Es 20 Emulation Libraries Download Windows 7
Fontdue
On the topic of text there is another crate that I have been consideringtransitioning to at some point.
fontdue
is the fastest text rasterizer andlayouter. Currently, we useglyph_brush
which currently uses the ab_glyph
rasterizer crate (a rewritefrom the developer of rusttype
which glyph_brush
used to use). Whilefontdue
is much faster than other rasterizers, glyph_brush
provides a glyphand layout cache which we would need to find or implement to be able to usefontdue
.For the past month and a half, I have been working on skill trees, and they arefinally beginning to near completion. Skill trees will completely replace thecurrent leveling system where you get a few points of max health every level. Inmy branch, I will be adding a general combat skill tree, as well as a skill treefor each of the six weapon kinds. Each skill tree will have its own experiencebar and skill points (which can be considered somewhat equivalent to levels).
Skills will naturally be purchased with skill points, and the amount ofexperience required to get a skill point will always be constant and will notscale with the number of skill points earned. Currently, skill trees for each ofthe six weapons are done, support for prerequisite skills is done, leveledskills are done, and database persistence for skills is done. The general combatskill tree, UI for skills, functionality for refunding skills, balance testingthe skill trees, and creating database migration templates still need to be donebefore skill trees can be merged.
I wanted to add procedurally generated trees to Veloren since the current oneshave to be created manually. I’ve started iterating on tree designs. The mainproblem while developing was Veloren's compile times. It took about 2 minutesfor each change, plus 1 minute to get in-game. To solve this, I designed awrapper for Rust and Java Minecraft plugin and used a custom Minecraft server tolower this time to around 3 seconds. This helped speed up prototyping a lot. Thefirst ones were T shaped as you can see:
I decided to work on a leaf growth algorithm and obtained a very symmetrictrees. This first algorithm was simulating realistic leaf growth with variableslike sun exposure, position, and precipitation:
Then @zesterer came to help and together we designed a new branch generationalgorithm! After lots of work, iterations, and optimizations we were able togenerate very unique, good looking, and fun to climb trees! The leaf algorithmhas been updated to match performance constraints. We removed all the originalvariables and instead added a health parameter that is different for each branchand based on the soil and sun exposure. I also revised the branch generationalgorithm to use vector projections that reduced block updates and managed togive a 5000% improvement.
There is still a lot of optimizations to do so the game can generate trees atchunk load. @zesterer and I are working on interpolation to reduce the number ofcomputations for leaves gen. You can’t see it on the graph but on the 5thiteration, we are at 7ms for branches and 130ms for leaves.
Special thanks:
- @zesterer | Help for branch algorithm and optimization ideas
- @Sharp, @zesterer | Code reviewing
- @Pfau | For the general tree design
- @Pfau, @Gemu, @Treeco, @Slipped, @James, @Sarra_Kitty, @Scott, @XVar, and@Snowram | For the tree design corrections
We can't hide the fact that our website isn't the prettiest one. It worksperfectly fine but also misses a lot of links, information, and content. So I'vebeen prototyping a new website you can check outhere or just take a look here:
It is pretty bare-bones right now, but there will be things added like a featuresection (combat, vision, general gameplay aspects and what makes Velorenspecial) and a lot more. Suggestions are welcome! Furthermore it's fullyresponsivetoo. https://campaignclever623.weebly.com/blog/apowermirror-activation-code-free-2019. And as a side note, the green download buttons are not Linux exclusivedon't worry. They adjust based on your os automatically.
Cod4 cd key generator multiplayer. The layout is pretty good although I'm still tinkering around to maybe match thefeeling of my website more as I like the backgroundand look of it. Let me know what you think!
Now onto other work which I haven't mentioned that much in the blogs:
A while ago I wrote a Discord bot that allows you to control the Veloren serverit manages (which I'm able to pay for with the help of my patrons - thank you!).You can adjust/view all settings including downloading the database,switch/update a branch of your choosing as long as it's on the main repositoryand view the logs live! As it seems it greatly improved the speed of developmentor rather testing of new features so it serves its purpose well.
As it's the 100th edition of the blog a lot of time has passed! When I startedon Veloren, I was a Rust beginner and I hadn't worked on anything open-sourcerelated at all. Now I'm the UX working group lead, I've revamped thebook, redesign the website, created a test serverwith a Discord bot, wroteAirshipper, and I've learnedso much during that time and continue to do so!
Watching this year’s news covering more and more Rust I decided to take a lookinto this new language, to augment two decades of professional C++ experience.So I started following the weekly Rust newsletter, which brought me to 'ThisMonth in Rust Game Dev' where Veloren showed up with beautiful screenshots.After reading some chapters of the Rust book, I then looked for an open-sourceproject to gain practical experience and remembered this promising project.
The sheer size of Veloren’s codebase was intimidating at first, so I was morethan happy to get a shorter tour around the concepts by reading the few hundredlines of teloren source code. This let me quickly become familiar with thetooling and enabled me to add some small patches to teloren. From there on I gotmore confident to not break anything when modifying Veloren’s code. Of course, Iinitially stayed more with databases which I already had gathered experience inbeforehand.
Up to now, I have seen a significant portion of the code and mostly feel at homewith it. To me the codebase is clean and most times easy to understand, with theexception of the
conrod
UI. Dwelling into the code taught me a lot of Rustidioms, of course most in-depth when modifying the code and from the valuablefeedback on merge requests. Also, I found that Rust indeed makes it easy tochange unknown code; once it compiles the most basic problems are solved. Frommy experience, a C++ project with that many contributions by non-core developerswould suffer from significant quality issues.Most of the complex code is yet less visible to players (procedural worldgeneration, erosion, economic simulations) but form a good basis for future ingame features. And I fully agree that Veloren is one of the most beautiful opensource games around.
The community has always felt welcoming to me and I still haven’t figured outhow the main developers manage to read and even answer the huge number ofmessages in the Discord server. Just judging from the number of participantsonline (at times more than 2000), I see that Veloren is a very active project. Ican tell that contributing artwork, e.g. voxel models, is a low bar and a verysatisfying experience. The project team and players are really persistent atcelebrating beginners' contributions and thus I have high hopes that the nextyear in Veloren will be as bright as what I have seen from this one.
Congrats to the Veloren community on the big ?
I started playing Veloren about 4 months ago, around the 0.7 launch. It alreadyfeels like a completely different game today than it did when I started my firstcharacter. With some big branches in active development, the game will feelcompletely different again soon. I really like that Veloren is under constantdevelopment and there’s so much active discussion around it.
I’m happy to see Veloren getting more popular, and also getting more and moretalented contributors. As someone who contributes code, I like that Rust was thechosen language for the project. Rust is my favorite programming language and Ifind Veloren to be a very approachable large Rust codebase. Rust has amazingtooling and offers the compile-time checks so that new changes I make likelywon’t introduce catastrophic bugs that cause players to set the game aside andwait until a patch is released.
Speaking of contributing code, I’ve recently been experimenting with the realtime simulation (RTSim) code. It started with the idea that the game hastravelers, and the game has birds that can fly, so why not turn some of thetravelers into birds and make them fly? I posted some screenshots of birds inthe air and got some positive feedback so I kept working at making this afeature in the game. It also sparked some discussion around the RTSimimplementation in general and how we can move it forward as a core part ofVeloren.
The 0.8 release was a lot of fun. It was exciting to see over 100 playersonline, and to form a dungeon party with about 15 of them to raid one of thehighest difficulty dungeons. Afterwards there were some discussions aroundissues that only MMORPGs usually deal with. If some people consider Veloren anMMO now then that’s great news to me, because I personally love the dungeonparty experience of MMOs.
Happy 100th blog post Veloren. I’m excited to see what’s to come in 2021.
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I found Veloren while I was searching for projects that use Rust about 1.5 yearsago. I wanted to see if the language was mature enough for me to pick it up, asI wanted something that could potentially replace C# and C++ for my use cases. Iwas pretty surprised to see such a video game project existed, and it was buildon Rust, which was the perfect candidate for me to see how the language waspractical. The community was very welcoming and I got up to speed to do my firstcontributions, most of which were low hanging fruits fit for a beginner to thecodebase.
As time passed, I moved onto my own projects, but I'm still maintaining the Nixexpressions and Turkish translation. Compared to 1.5 years ago, I now feelpretty confident with my Rust code, it was not too hard to get into, but alsoprovided enough challenges, while also being fun to write. And it's all thanksto Veloren and it's community!
Honestly, I started working on Veloren with literally no programming knowledgewhatsoever, so when someone said 'this is an easy fix but we’re all too busy!' Itook the opportunity to just.. go for it I guess. It’s been definitely a newexperience, but going from 'I looked at the code and it might as well be Latin'to 'I actually kinda understand what’s going on here' has been real satisfyingand encouraging.
Recently I've been working on the
wgpu
branch. My most recent change wasswitching to reversed depth buffers which lets us theoretically avoid allclipping while extending views far enough to see for hundreds of kilometers withbetter quality than we have now.The biggest system I've worked on is still initial worldgen (erosion). Theproject is far from finished, but being able to use realistic simulationtechniques to produce rivers, mountains, hills, and valleys that actually feelreal--and don't just feel like noise--has been incredibly rewarding. However,I've also touched a lot of the graphics stack, in particular in helping addlevel of detail (LoD) and shadows to the world, which really helps make itsscale look visually breathtaking.
I didn't know much of anything about graphics when I started working on Veloren,but doing more with it has given me a real appreciation for the math behind itas well as how shaders work and how to write code that's efficient for the GPU.
I'm really looking forward to Veloren continuing to become more immersive inmany different ways. For worldgen to improve further, especially in terms oflarge scale structure (i.e. mountains no longer randomly popping up everywhereusing tectonic and glacier simulations, much larger worlds), performanceimprovements (many are now available to us after switching to wgpu, includingpotentially thousands of dynamic lights with deferred rendering), and more. Iwill especially be happy when upcoming work simulating economics, NPC history,and human structures start to become better integrated into the game, togetherwith graphical improvements to things like LoD that reveal more of the world.
Veloren’s combat system is a combination of dedicated programmers and many hoursworth of game design meetings. It’s not finished, and it won’t be for some time,but it’s a fantastic start. The Game Design group has seen many people come andgo, but the current team is very capable. The core mechanics for our combatprototype is looking extremely promising, and I’m so excited to see the rest ofour vision come to life. I have so many people to thank for contributing to thedesign and development work that has gone into the current Veloren combatsystem.
Cheers, -Silentium
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