All the news from the channel has been migrated to the website (FR + EN). Going live tonight or tomorrow.
Anthony is adding the launcher download button.
Work has started on the Social side (REST API) with Tiger: player info, friend lists, guilds, moderation (bans, etc.).
⚙️ Infra & servers
Changes on the Horizon side to handle dynamic server meshing.
Godot server: 60 → 105 players at 60 TPS (and we can probably push it further).
Server meshing: ~540 players (test with ~500 NPCs, all servers at 60 TPS).
The bottleneck is now the network / Horizon, not the Godot simulation.
Client optimization: no more FPS drops with ~30 players around.
Dynamic split works fine up to 8 servers, then merges back down to 1-2 when players leave. Remaining issues: a small freeze when switching servers and players sometimes getting stuck.
Temporary fix: the engine limit was raised from 10,000 to 100,000 items (the ground was no longer loading under our feet because of the chunks + rocks).
Getting stuck when entering/exiting the truck is fixed, shipping with the next build.
The planet's elevation is now streamed → much lighter and faster builds.
🏔️ Terrain
New corundum ground at the spawn, mountains generated at runtime from QGIS zones.
Several corundum variants (white, red, yellow, blue, green, dark grey), darker at high altitude.
The red mountains cover a square roughly 500 km on each side.
bitogno will place the biomes via QGIS (Region > Outcrop > Plateau layer).
Coming up: volcanoes, ground deformation when placing a building (housing is currently badly positioned), rocks cut to 1/4 of their weight because they are too heavy.
🚚 Vehicle & batteries
The vehicle has its engine + physics calculation: ~90-100 km/h.
Batteries: we are dropping consumption based on speed alone in favor of consumption expressed in power (kW). On a slope you drive slower but consume more. The exact values still need to be clarified with Jaran (spreadsheet).
No recharging downhill: the battery only drains.
Dashboard / headlights: negligible consumption, everything works as long as there is battery left.
In-game tests: with 1 engine, max ~30 km/h uphill; even with 2 engines it is impossible to climb the mountain slope; the 3rd gives a big boost. → We are first checking that the implemented values match the specs before changing them.
4 slots: you will be able to fit 4 engines, but without a battery it won't move.
Components: 3D design is not a priority, cube placeholders are fine. Specs: closed shape, 2 side notches for two-handed carrying, info shown via pictogram/logo.
📖 Narrative
New subsidiary ARES Infra: civil construction (cities, specific buildings). Proposed color: brown (open to suggestions).
The signs are finished spec-wise (3D in progress) → moving on to the specs for buildings/housing.
The vehicle MVP needs to be updated following the work on the engines.
🐛 To fix
Running animation stopping when going uphill, character sliding.
Housing placement (you have to crouch to get out).
📅 Next play test
Monday, October 19 in the evening (tentative): server meshing, mountains, volcanoes.