Weekly Update #81

Hey everyone it’s time for your weekly update. This week’s effort has primarily been focused on polishing things up for the next patch, fixing some crash bugs that have popped up, finishing the initial implementation of capital ship controls, and working on server-side planetary collision detection. The most exciting part of the last 2 weeks has been watching investments we made a year ago begin to pay off.

A massive space battle with lots of shooting

To back up a bit, when we launched our Kickstarter we hadn’t touched our networking code since the release of the Infinity Combat Prototype (ICP) back in 2007. In fact, we hadn’t done much of anything with our technology beyond working on the planetary tech since 2007 because high quality real-time planets rendered to scale are extremely difficult. For the prototype we showed off in the Kickstarter we hacked together a quick demo in about 6 months. Since we didn’t know if our Kickstarter would succeed every engineering decision made with the prototype favored a quick pace of development over runtime speed, quality, and security.

Another screen shot of a massive space battle and the space whale bobblehead mockup

Summer of 2016 is when we first began to realize that we were going to have to start addressing these issues sooner rather than later – starting with physics. Once the physics upgrade was completed we knew we had 2 major items remaining: networking, for both security and performance, and full-engine multithreading, which is required to be able to support 100’s of players. Full-engine multi-threading was started last November, our last patch was in January, and the new networking code was started in earnest in February. Unfortunately, finishing the new networking code and the full-engine multi-threading ended up taking significantly longer than we had anticipated, however, with the next patch right around the corner these investments are now starting to pay big dividends.

A destroyer in chaotic battle

Over the last two weeks we’ve been able to implement, within a handful of hours, game systems that previously would have taken multiple days. While it’s unlikely we’ll be able to make up all of the lost time our expectation is that the game will quickly start to take shape over the coming months. As we push toward the release of the Alpha our goal is to get to the point where we are releasing a new patch at least once every week. As the game starts to get more mature we want to combine these weekly patch releases with a large weekly playtest. To that end Flavien has started work on server-side planetary collision detection and our fingers are crossed that it doesn’t take too long to resolve. As we’ve mentioned before this is the last major blocker and once he’s finished we should be able to release the next patch shortly thereafter.

Pre-rendered image of land base connection pieces

That’s all for this week, until next time!


Amazing as always. What are the initial capital ship controls like? is the control scheme/UI any different from the smaller ships?


Great progress! Can’t wait for the gameplay to start taking shape! More regular updates should help keep testers coming back for more.


The choice of having modular buildings seems to be paying off. Each of those sections are using the same components without making it obvious. After all, you are just making one full base, and then randomizing the modules for a different base, right?

Will each module be destructible?

[edit] You’ll have to make a ‘Day of infamy’ post on October the 1st, as that is the moment you’ll have missed all original deadlines.


Awesome update, Keith! It’s exciting to see all the hard work pay off in the end.


Could you tell us what these game systems are that have been implemented?


This is going to be a very Merry Christmas! :santa::rocket:

Thanks Devs for another good news update. :grinning:


We are going to need those screens in video form :heart_eyes:


@INovaeFlavien @INovaeKeith So what kind of FPS were you getting in these 400 bot demos with weapon fire? Also what gfx were you running the sim under? And what are the current main problems with planetary collision detection?

To me it sounds like all the necessary underpinnings are almost done now, and soon we will see some gameplay elements.


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68-fps, me thinks.


I play in YOUTUBE thx 59 hz.


Ay caramba! Looking good! Wonder if planets in the near background would have any effect on FPS…hint hint. :grin:


I’m sure INS will need to still do some clever optimization to keep the frame-rate
above 60 in real world conditions and if VR comes into play, it needs to be at at least 90.

But 68 fps is an awesome and very encouraging start.


Frame rates should be decoupled from any networking concerns. So frame rates would be limited by the sheer volume of work needed to generate the display. Numbers of ships at various levels of detail, proximity of terrain, volume of fire, etc.


The last screenshot has some serious Blade Runner vibes. I hope we can achieve those “pre-rendered” graphics with High-End machines as well.

What I hope to see getting implemented during Alpha/Beta:

  • Destructible Building Parts
  • Cannons/Flaks
  • Wobblehead wobbling animation (like in Elite: Dangerous)
  • Most importantly: very basic game loop where a player can play a round of Infinity: Battlescape

Really looking forward to the Alpha.


And lets not forget the fluffy white (and coloured!) Volumetric clouds.


Omigosh, why has this not occurred to me? Flak in space… Would make approaching bases/stations much more fun!

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I don’t want to start another “Clouds” discussion here, but I’d rather see no clouds in the game than poorly implemented cloud-tech. (for example the clouds in NMS look so bad, they add no immersion, in my opinion).

Hopefully after launch we might get volumetric clouds though, I have seen Keith and Flavien have retweeted lots of Cloudtech papers in the past.


My apologies, I left out the word ‘Volumetric’ when referring to clouds. Developing and adding layered and varied Volumetric Clouds making up the upper parts of gas giants. And on some moons and planets etc, even morning mist in valleys and around high mountain ranges. Something one can fly through, causing flight turbulence. During the games polish & optimization period, or major DLC soon after release.