Aubreyfalconer.com - All http://aubreyfalconer.com/browse-ppage-25 en-us ATIServer 164 0 25 <![CDATA[State of the Empire - Browser Support, Textual Advertising, Syn3h, etc.]]> Greetings Everyone!
Here's a quick post to keep you up to date on the latest Martian tidings.

  • 64 bit Safari (OS X Snow Leopard):
    Several performance and usability issues afflict Unity's latest webplayer runtime in Apple's latest browser - and the two which are harming Mars Explorer the most are a pathetic framerate when not in fullscreen mode, and a loss of cursor locking when the game is. I reported these issues to Unity over a month ago, and they have now fixed the cursor locking issue. I will be able to include their patch in Mars Explorer as soon as they releases the next Unity engine update. Unity's Mac webplayer engineer recently informed me that the framerate issue is actually Apple's fault, and that they are waiting for Apple to update Safari to resolve it. In essence: you will soon be able to maximize Mars Explorer in Safari to enjoy the game fully, but for now I recommend that everyone download a native Mars Explorer app or use FireFox.

  • Chrome:
    Thanks to Google for releasing such an awesome browser, and The Dude for diligently requesting that I support it, I finally got around to tweaking ATIServer's authentication protocol a bit and you can now login to - and enjoy all the features of - MarsXPLR.com with Chrome! I am not sure if the Mars Explorer webplayer works correctly or not, as the current Mac Chrome release doesn't support browser plugins and the beta release has issues with the Unity plugin, but if any Windows Chrome users could reply, that would be fun to know.

  • In-Game Advertising:
    Due to Mars Explorer's phenomenal growth of late, I am facing rather large bandwidth bills...
    Since I am not ready to transition to the Syn3h identity and release a paid version of the game, and I certainly don't want to abandon it, the decision for me to spice up the lobby with some nonobtrusive textual ads was a pretty easy one.
     
    The latest 2.22 webplayer version up now includes some special new technology I wrote to connect to AdBrite's OTX network and intersperse the lobby's server list with some nice looking text ads. The most compelling aspect of the advertising system I am implementing is that it provides a very easy and effective mechanism for anyone to bid directly on ad space inside Mars Explorer through a cpm or "dedicated airtime" approach, which should be a lot of fun!
     
    I have AdBrite's system set to deliver only the "family friendliest" ads, and I can manually override any ones that I don't deem wholly appropriate. The interest and relevance of the ads should increase over time as AdBrite starts to figure out what kinds of things Martians are interested in. The server list ads will be included in the native apps in the next release of Mars Explorer, which will probably be issued when Unity releases the next bugfix of their engine.
  • Networking:
    I have resolved several issues with the dedicated server implementation, and it should now be working great! The only problem is that there are so many players out there that they rapidly overrun my server hardware when I run everyone's games through the dedicated server. If you want your games to be as smooth and reliable as possible, just enable the "Utilize Dedicated Server When Hosting Games" option in the lobby settings. As long as everyone doesn't use the option, we should be good to go for now :)
     
  • Worlds:
    Many thanks to everyone who has submitted a new custom world to me! I am sorry I am in such a backlog right now. Please don't be disappointed if it takes a couple more weeks to get your world into the game...

  • Whirld:
    The official Whirld 3 release is being delayed because I am in negotiations with Unity to allow me to set up an on-thy-fly Whirld bundling service to automatically package everyone's worlds. This is tricky, because creating the Whirld bundles requires that the build machine be equipped with a Pro Unity license. If Unity allows me to do it, everyone will be able to package their own worlds whenever they would like to! In the mean time, I plan to release an "unofficial" Whirld release within the next couple days to get everyone started preparing their worlds for Mars Explorer. I unfortunately don't have a timeline for the official release, but it will be worth the wait! On the subject of Unity world creation, here's an awesome extension to Unity's terrain system that is soon to be unveiled...

  • Syn3h:
    I am making significant progress on Mars Explorer's successor! I am essentially building upon everything I have learned from Mars Explorer, and rewriting every bit of code to take it to a whole new level of performance and reliability - and more importantly - enable many incredible new things that we could only dream of before. Here's some of the new stuff which will be technically feasible:

    • Vastly more reliable and smoother networking, powered by my own networking system running on the Lidgren library
    • Fully iPhone and iPad compatible multiplayer action
    • Less crashes, much faster performance
    • Many more players in multiplayer games
    • Infinitely scalable, distributed, player hostable dedicated servers to ensure we never run out of capacity
    • Lots of other fun ideas that I just may get a chance to add: spherical worlds, dedicated racing and CTF modes, global chat, much smarter bots that may even be able to work with you as a team, etc etc.

  • Etc:

    • Sorry if I haven't gotten back to you recently. I have quite a bit going on, including this rather exciting project to provide myself with a serviceable workstation so that I can continue to spend my time on the things I love, like Mars Explorer :)

    • Squabbling. If you are creating multiple accounts and sending mean PMs from them (Necon, as a hypothetical example), be warned: I will be temporarily banning people (week or so) who send mean PMs to other players. I am not forcing you to like other people - I am simply upholding the age old axiom that if you don't have anything nice to say, then is is best to say nothing. All that everyone needs to do is follow basic standards of civility - it's rather a pity that I even have to mention it...
 
 
In closing, the present is exciting and the future is bright!
 
 
All the Best,
 
-Aubrey
 
 
]]>
Tue, 09 Feb 2010 22:43:32 +0000
<![CDATA[Aubrey's Latest Project - 1945 Bus Restoration]]> 1945 Beck Mainliner.
Air brakes, smooth running 6 cyl 500+- cu in International engine, custom RV windows, integrated radiant heating, and no interior - so I get to start from scratch. This is going to be an awesome mobile workstation :)
 
Legend has it that this bus was produced in a special group along with 19 others for high class transport of homecoming WWII soldiers.
 
 
 
 
]]>
Fri, 05 Feb 2010 07:56:04 +0000
<![CDATA[Mars Explorer 2.22 Final - The Pinnacle of Mars Explorer]]>
Greetings everyone!
 
As Syn3h draws nearer to reality, I am fine tuning the last versions of Mars Explorer.
 
2.22 includes the most rock solid networking ever (which is far from perfect due to fundamental flaws in Unity which they have now acknowledged), many bugfixes and refinements, better buggy and hovercraft handling, an installer for the native windows app, and much more.
 
If you are experiencing any issues with the browser or dashboard versions of Mars Explorer, please try downloading a native Mac or Windows app. There are some known issues with Unity's webplayer that I am working with them on at the moment.
 
My next milestone will be the release of the Whirld 3 library - which will revolutionize world design. After that, a complete rewrite of the networking system is in order - which is a project of such magnitude that I want to ensure that we have Mars Explorer finely tuned in it's corrent state before embarking on this new venture.
 
Enjoy,
 
-Aubrey
 
 
 
 
]]>
Mon, 18 Jan 2010 08:27:44 +0000
<![CDATA["Unofficial" Whirld 3 Preview - As promised!]]> For those of you interested in developing Mars Explorer worlds - or even your own complete Unity games - I have just finished a preview of Whirld 3 that you might want to check out:
 
 
 
 
The Whirld preview is distributed as a Unity Asset Package - which can be imported into a blank Unity project, or a project which already contains a previous version of the library (in which case each file will be updated as necessary if it has changed in the newer release).
 
 
This is NOT the official Whirld 3 release, and it is nowhere near complete. The final, official release will include much more - possibly even full integration with a Whirld bundling webservice depending on how my negotiations with Unity go. For now, worlds you create that incorporate this package will still need to be sent to me for bundling - but by following the best practices exemplified by the worlds included in this package, you can make my job much easier.
 
Here's a list of several of the features included in this package:
  • Complete physics for latest buggy and jet, and the ability to switch between them while exploring your worlds!
  • Dedicated "Controller" that provides quick access to all scenes defined in Unity's "Build Settings" window. Create your own scene, add it to the build settings, and you are ready to explore it!
  • Complete scenes included - with all source assets - for Foxholes, Levitashia, and Seb's Sky King!
  • Full source for the latest Whirld library in Mars Explorer 2.22. (No documentation yet, so it won't be too useful to anyone but perhaps Flynn :)
  • Dedicated Whirld "Resources", including the super cool new Sea object introduced in Mars Explorer 2. Check out the Foxholes world to learn how to use it in conjunction with terrain that is automatically textured with a seafloor on any submerged areas.
  • Sample world demonstrating the use of the new animation editor in Unity 2.6. Your worlds can now contain sliding doors, moving spaceships, and more!
 
Happy Coding,
 
-Aubrey
]]>
Sat, 13 Feb 2010 01:33:23 +0000
<![CDATA[Mars Explorer's Future - ...Is wrapped up in a gigantic sphere of plasma]]> Edit: To facilitate the reception of everyone's name suggestions, I have created a temporary UserVoice "Forum". If you have a great name idea, please head over to Name.uservoice.com, register an account, and type your name idea in the "My Favorite Name:" field. You can vote on other's names as well! This is just a tool to organize everyone's ideas - I am not guaranteeing that the name with the most votes will be accepted :)
 
 
Greetings all!
 
Just wanted to keep everyone up to date on some exciting new additions that are soon to materialize.
 
My current focus is the Whirld project. I am in the process of completely rewriting the Whirld system, and the new version has already surpassed my wildest expectations. Using the latest Whirld library, I can load the complete Freestyle world uncached in under 15 seconds - and cached in under a second. Some of the optimizations I am working on have also enabled me to slim the Mars Explorer web runtime down to 2 megabytes! By contrast, 1.9.8 was 13 megabytes.
 
This is going to enable gameplay more engaging, immersive, and beautiful than ever before - which brings me to the keynote of this announcement. I have been contemplating the idea for some time, and I believe that we are now approaching the perfect opportunity for it's implementation.
 
Generally speaking, I believe that we can fairly summarize the mental connotations of an average impartial test subject's reaction to a game name like "Mars Explorer" with keywords such as "space", "lack of competitive elements", "realistic and dull or unrealistic and cartoony", etc. Although I love the name, and am proud of the heritage it represents - I have to admit that it isn't particularly inspiring, and that it really doesn't bear any relation to what the game has become. I have heard players discussing things such as "we shouldn't have cities or tropical paradises - this is supposed to be Mars after all" - and potential players remarking things like "Mars Explorer? Umm - it sounds kind of lame". Perhaps the latter example was a bit of an exaggeration -  but honestly, both had a point. I have more vision for Mars Explorer than I may ever be able to realize (much of which will take it far beyond the realm of a simple "game"), and it needs a designation that will be able to grow into these additional roles with grace and style.
 
After careful deliberation, I have determined upon "Syn3h". It is catchy, ambiguous, and replete with meaning. It also lends itself to one of the coolest logos I have ever seen, let alone had the privilege of designing :)
 
My current implementation schedule is to finish the new Whirld system, complete some other fine tuning, and ship the most powerful, fun, and (hopefully) reliable Mars Explorer version ever just before Christmas (along with the great new worlds being designed by Seb, GTR, and others), and then - provided that angry mobs who just really liked the old name aren't hot on my trail - celebrate the new year with a transition to the new Syn3h identity.
 
All the best!
 
-Aubrey
 
(For those who are interested, the symbol between the 3 and the H is the Greek letter "Theta" - which is the phonetic representation of a voiceless interdental fricative)
]]>
Mon, 07 Dec 2009 23:48:38 +0000
<![CDATA[The Breakfast Food Cooker, by Do-While Jones - An engineer and computer scientist each offer some thoughts on improving a toaster...]]> Mon, 08 Mar 2010 22:18:21 +0000 <![CDATA[Mars Explorer Unity Project! - Interested in game development? Here's what you've been waiting for...]]> Update: » The Whirld 3 Unity Project is now available!
It is much more exciting than the Unity Project on this page :)
 
 
Greetings everyone!
 
I just finished a new Mars Explorer 1.9.7 based Unity 3D project.
It includes the latest buggy model and physics, as well as tons of other stuff - such as the Freestyle world, many of the official Mars Explorer textures, the "smart camera", sample code for in-game level of detail adjustments, server physics sliders, a working MiniMap, and much more.
 
The Unity editor (published by Unity, not me) comes with a free 30 day trial, and now runs great on Mac and Windows systems. If you want to find out if you are interested in 3D programming - or if you are already learning Unity and would love a sample project, this could be the perfect opportunity!
 
You should be able to move your terrains and other assets from the old "Mars Buggy" project into the latest project by simply copying them from your old project's "Assets" folder to the new one.
 
 
Happy coding,
 
-Aubrey
 
 
P.S. I plan to release a new project once I finish the 1.9.7 buggy physics - but in the meantime, enjoy.
 
]]>
Sat, 31 Jan 2009 06:01:51 +0000
<![CDATA[Lew Rockwell: Down with the Presidency - This polarizing speech pulls no punches. Agree with it or not, you will be challenged.]]> Sat, 27 Feb 2010 00:50:36 +0000 <![CDATA[Three Intriguing Lunar Inquiries - Analytical Insight into the Wonders of Creation, with Aubrey Falconer]]> Composite photograph of Moon. Credit: T.A. Rector, I.P. Dell'Antonio, NOAO, AURA, NSF
 

I was recently invited to contribute a regular column to a friend's bimonthly newsletter, and this constitites my first entry. Hope you find it insightful! In the future, I plan to cover a variety of topics such as amazing creatures, the nature of reality and determination of truth, economics, and anything else which happens to interest me.

All the best,

-Aubrey
 
 
 
1) Why is the full Moon so wonderfully bright?

As astute readers have doubtless observed, the illumination provided by a "full" Moon is significantly greater than that which is furnished when a portion of the Moon is cloaked in shadow. While a full Moon can bathe the countryside in light, a half Moon can scarcely enable you to stumble about in inky darkness! This phenomenon is labeled as "Opposition Spike", and is due to the fascinating optical properties of our nearest celestial companion.

The Sun always illuminates the half of the Moon which is facing it - and when we on Earth perceive the Moon to be "full", it is because the Earth is nearly in line between the Sun and Moon and we are observing the same portion of the Moon which is lighted by the Sun. This is described as a low "phase angle", and is the key to understanding opposition spike.

If the Moon's phase angle were near zero, a flag erected upon the center of the visible area of the Moon would point towards the sun, and would cast a shadow straight below itself - you wouldn't be able to see it. Likewise, the smaller the area of the visible portion of the Moon illuminated by the Sun, the larger and more visible the flag's shadow would be due to the greater phase angle of the Sun's light.
 
Lunar Phases
Source: Wikipedia
The Moon's surface is essentially rough and irregular regolith (composed of finely pulverized rock) - and in the near absence of a dense atmosphere and accompanying diffuse light scattering, it reflects light from the sun in a retroreflective fashion from every surface on which the Sun shines.
 
When the light from the Sun cast onto the Moon is at a high phase angle from our point of observation on the Earth, a large portion of the illuminated area we can see is actually in shadow due to the bumps, craters, and other large and small irregularities on the Moon's surface. When the Moon is at a low phase angle and appears "full" from Earth, the shadows are much smaller - and thus, the amount of light reflected to the Earth is significantly greater.


2) Is the Moon escaping from the Earth?

While it is a fact that the distance between the Earth and the Moon increases with every passing moment, the two heavenly bodies are actually linked in a kinetic energy exchange that gradually slows the rotation of the Earth, and accelerates the moon - flinging it farther out into space. The mechanism which causes this phenomena - tidal acceleration - is both surprising and fascinating!

As Earth's oceans (and even landmass, to a lesser degree) are drawn towards the Moon by gravitational forces, the mass of the material in the Earth's "tidal bulge" moves Earth's "center of gravity" away from the Earth's geometrical center, and nearer to the Moon. The Earth and Moon orbit each other around a point known as a "barycenter", which is inside the Earth's surface but offset from it's center - and which has the effect of forming a tidal bulge on the Earth opposite to the Moon due to centrifugal forces in addition to the tide facing the Moon due to direct gravitational attraction. The bulge facing the Moon is the most important, because it is nearer to the Moon - and therefore experiences a greater gravitational attraction which more than cancels out the effects of it's companion on the other side of the Earth. Since the Moon's prograde (in the direction of the Earth's own rotation) orbit is slower than the rotation of the Earth, the Earth's center of gravity is constantly shifted ahead of the Moon's path, pulling the Moon along it's course faster and faster at the expense of the Earth's own rotational speed. Since tidal effects involve friction while reshaping a planet, energy is lost from the dynamic system in the form of heat - but mathematical models predict that it would still take billions of years for the Earth's spin and Moon's orbit to finally synchronize and eliminate tidal acceleration.

In essence, the Moon is receding - but it isn't escaping.
 
 

3) Is the Moon a product of billions of years of random chance?

Atheistic explanations for the existence of the universe all involve gradual processes operating over inconceivably large periods of time, so observations we can make which cast aspersions on the possibility of our universe having existed for the requisite duration present significant impediments to atheistic worldviews. Putting our newly acquired knowledge of tidal acceleration to a practical use, let's determine the maximum possible time that the Moon could have been orbiting the Earth:

Since the Moon is currently receding from the Earth at a speed of 1.5 inches per year, and the Moon averages a distance of 238,857 mi from the Earth, we can perform a simple linear extrapolation to determine that the Moon would have been touching the Earth around 10 billion years ago if it's speed remained constant:
238,857 / (2.36742424 × 10^-5) = 1.00893197 × 1010

This sounds like an awfully long time, because it is! The assumption we made about the Moon's speed being a constant was a serious oversimplification. As we are aware, the Moon is accelerated by the Earth's tides - which are a product of the Moon's gravity, which is inversely proportional to the cube of the distance between the two bodies, which results in the Moon's recession rate being roughly inversely proportional to the sixth power of the distance. "In the Beginning", by Dr. Walt Brown, includes an iterative computer model which simulates the Earth / Moon relationship in much greater detail than the primitive example included above, and which returns a maximum of 1.2 billion years that the Moon could have been orbiting the Earth. Naturalistic explanations for the origin of the Moon generally involve the Moon being flung from the Earth while in a molten state after being impacted by a smaller planetary body - but they have a very difficult time explaining why the Moon's orbit is so nearly circular, and how the Moon's current distance from Earth is consistent with a gradual recession over the course of 4+ billion years.

While the age of the Moon is certainly an encouragement to the creationist worldview, there is an another entire class of arguments which is even more compelling! It is known as the "Anthropic Principle" - the idea that no matter where scientists look, they find every parameter in our universe finely tuned for the viability and enjoyment of mankind.

Even taking the atomic properties and incredibly ordered physical laws of our universe for granted - the type and mass of our Sun, the Earth’s mass and distance from our Sun, The Earth's axial tilt, rotation period, magnetic field, crust thickness, oxygen/nitrogen ratio, water vapour and ozone levels - and much, much more are all "just right"! Our Moon plays an incredibly important role for life on Earth as well - providing tides which are strong enough to prevent Earth's oceans from stagnating and killing the marine vegetation which produce much of the oxygen we breath, but also gentle enough to avoid inundating the Earth multiple times a day.

Auspicious as the Moon is, it's not just it's practical aspects which are so remarkable. Assembled below is a collection of several amazing facts relating to the relationships between the Moon, Earth, and Sun - much of which was based upon research contained in "Who Built the Moon", by Christopher Knight and Alan Butler. Does this look like coincidence to you?
  • Total Solar Eclipse
    Source: Miloslav Druckmüller
    The Moon orbits the Earth every 27.3 days, and is 27.3% of the Earth’s size.
    1737 / 6371 = .273

  • The Earth revolves nearly 366 times in one orbit of the Sun, and is 366% larger than the Moon.
    6371 / 1737 = 3.66

  • 366 orbits of the Moon are equal to 10,000 days on Earth.
    27.321 * 366 = 9999.48


  • The Moon's mass is 1.23% of the Earth's mass.
    (7.3477 * 10^22) / (5.9736 * 10^24) = 0.0123

  • The Moon's orbital period multiplied by 4 is the exact number of times which the Sun is larger than the Earth, and also the number of Sun widths which the Earth is distanced from the Sun at the aphelion (farthest point) in it's orbit.
    1392000 * 27.32 * 4 = 152,117,760

  • The circumference of the Earth multiplied by that of the Moon and divided by 100 is greater than 99.7% equal to the exact circumference of the Sun.
    40,041.47 * 10908.36 / 100 = 4,367,867 (4,379,000)
     
  • If you accelerate at 1g for 1 year (not accounting for relativistic effects), you will be traveling within 97% of the speed of light
    299 792 458 / (9.80665 * 60 * 60 * 24 * 365.242374) = 0.968735306
     
  • The position of a full moon mirrors the position of the Sun 6 months away.

  • The Moon is 400 times smaller than the Sun, and it's elliptical orbit is 400 times closer to the Earth than the Sun on average - which provides perfect total solar eclipses that enable the Sun's corona to be observed with the naked eye while the entire surface of the Sun is covered by the Moon.



I hope you have enjoyed this brief glimpse into the wonders of our nearest celestial companion.

'Till next time,

-Aubrey Falconer
 
 
 
Bonus Questions:
  1. What is "regolith"?
  2. Why are there two tides every day, instead of just one?
  3. What does the term "phase angle" refer to?
  4. Why do we always see the same side of the Moon?
  5. What is the difference between "lunar" and "solar" calendar systems?
]]>
Tue, 16 Feb 2010 21:12:11 +0000
<![CDATA[An argument for the existence of God, and authenticity of the Bible - Why I am a Christian]]> A concise explanation of why I believe that God exists - and further - why I believe that the Bible, collectively, is the express word of God revealed to humankind.
 
This argument is arranged into three base postulates - each building on the preceding, and complimented by a series of supporting points.
 
Please note that I do not currently have time to personally defend every single one of these points. Do your own research, the data is out there. If, upon examining the evidence, you reach a different conclusion than I have on a specific area mentioned in this argument - and you feel burdened to share this in the comments - please don't expect an exhaustive refutation from me. During the course of my life, I intend to develop this argument to a point where it will contain answers to all common refutations - but that will take some time.
 
All the best,
 
-Aubrey
 
 
 
 
 
1) The probability of the universe arriving at it's current state by natural processes is incredibly insignificant, and thus it is entirely rational to conclude that the universe had a supernatural origin:
  • Abiogenesis is woefully inadequate to explain how life could have arisen on Earth
  • Panspermia either involves the same problem of abiogenesis somewhere else in the universe, or directly invokes the supernatural
  • Evolution through natural selection suffers from an extreme dearth of transitional forms in the fossil record, and resorts to nothing more than fanciful stories when attempting to explain the incredible complexity and symbiotic relationships we find in nature.
  • If the universe has always existed, it should have experienced heat death long ago. If instead, the universe had a beginning - the supernatural is again invoked.

2) The Bible's narrations, interpreted literally, provide us with testable scientific predictions that it would have been impossible for the original authors to conceive of autonomously:
  • Geological evidence for a young earth and vast, catastrophic global flood
  • Paleontological evidence for a time in the past when the earth was radically different from what it is today - capable of supporting life forms that would be completely unviable in our modern climate
  • Biostratigraphical evidence of a geologic column produced by hydrologic sorting, ecological zonation, etc during the Noaic flood; in the form of numerous "anomalies" in the geologic column when interpreted from a uniformitarian standpoint

3) The Bible claims to be the word of God, and contains ample authentication mechanisms to verify this claim:
  • Prophecy: God exists outside of our spacetime continuum, and is perfectly aware of what the future holds for us. Because of this, the Bible includes a significant amount of prophecy - much of which has already come to pass with incredible accuracy.
    • (Isaiah 46:9-10 KJV) Remember the former things of old: for I am God, and there is none else; I am God, and there is none like me, Declaring the end from the beginning, and from ancient times the things that are not yet done, saying, My counsel shall stand, and I will do all my pleasure.
    • (Deuteronomy 18:20-22 KJV) But the prophet, which shall presume to speak a word in my name, which I have not commanded him to speak, or that shall speak in the name of other gods, even that prophet shall die. And if thou say in thine heart, How shall we know the word which the LORD hath not spoken? When a prophet speaketh in the name of the LORD, if the thing follow not, nor come to pass, that is the thing which the LORD hath not spoken, but the prophet hath spoken it presumptuously: thou shalt not be afraid of him.
  • Coherence: the Bible is comprised of 66 books penned by 40 separate authors over thousands of years - all of which agree with each other. Though many claim that there are conflicts within the Bible, I believe that all apparent conflicts are the result of deliberate  or unintentional misunderstandings of the ideas that the Biblical text conveys.
  • Faith: As I have just demonstrated, the Bible offers a much more substantial worldview foundation than abstract faith in an unsubstantiated myth. The Bible itself claims this - clarifying that belief in the God of the Bible does not necessitate an abandonment of science and logic, or intellectual dishonesty rooted in a supposed disparity between the observable universe and that which the Bible describes.
    • (John 14:11 KJV) Believe me that I am in the Father, and the Father in me: or else believe me for the very works' sake.
    • (Romans 1:20 KJV) For the invisible things of him from the creation of the world are clearly seen, being understood by the things that are made, even his eternal power and Godhead; so that they are without excuse.
]]>
Tue, 25 Aug 2009 17:42:37 +0000
<![CDATA[Purpose of MarsXPLR.com - Signal to Noise]]> Mars Explorer for iPhone 1.2 has been released (it's now in Apple's approval pipeline), Mars Explorer 1.9.4 is still right around the corner, and the future is looking bright!
 
Except for one small matter...
MarsXplr's forum system is currently hosting 1,176 threads - and quite a few of these aren't in the slightest bit related to Mars Explorer.
 
I personally feel that a proliferation of nonsense, lack of vision, and high noise-to-signal level ratio in the forums constitutes a threat to the productivity of anything related to Mars Explorer - and will most likely dilute the community in the long run. I am therefore broaching this subject for every one's consideration and input.
 
 
I don't have a vast amount of experience in administrating online forums, so I decided to check out how these sorts of situations are handled by those who do. During the course of my researches, I came across the forums for BZFlag - a fairly popular open source multiplayer game.
 
BZFlag has a dedicated set of moderators, a thorough and organized set of forum rules, and a focused community. I believe we could benefit from all these things.
 
 
Don't worry - I am not planning on locking down everything overnight. However, these issues really do need to be discussed and addressed before the community's exponential growth carries it beyond my ability to stay on top of.
 
I will be working on a moderator system for PlexPedia, a set of martian guidelines, and new tools to help keep everything organized.
 
 
What do you think?
Should we let non Mars Explorer content continue to clog this site, should we create a new "Mars Explorer Community" site to clog, should we send people off to some other site (facebook, perhaps?), or should I add some more functionality to PlexPedia to turn it into a facebook competitor - and then have everyone use that directly?
]]>
Wed, 11 Feb 2009 02:53:06 +0000
<![CDATA[We Be Brothers - A rally call for a return to pure Christianity]]> The song that's playing is Come Thou Fount of every blessing. Many of you will recognize it as the "Mars Explorer theme song"! The recording was produced impromptu a couple weeks ago while several of my friends and I were playing music together. (Please forgive the audio quality - our recording equipment was nothing more an iPhone sitting in the middle of the room)
 
 
 
 
 
 
Following is what currently exists of a song that I am writing to the same tune:
 
We Be Brothers
 
I like to think of it as a rally call for those who are separating themselves from modern, "corporate", bureaucratic, denominational Christianity - and are striving to return to the pure doctrine of the new testament Church. I woke up one morning singing the first verse to myself, and have been gradually adding to it as new verses occur to me.
 
 
 
Sons of Jesus ~ We be brothers,
Daughters  ~ ye are sisters too
Cease your squabbles, love each other, just as Jesus Christ loved you
 
Let us gather now together,
Each among us priests of God
Living stones of Jesus' temple ~ purchased with His holy blood
 
 
Some hath psalms, some revelations
Each gift given from above
Let us edify each other - Sharpening iron, forging love

Let us gather now together,
Each as equals to the Lord
As the temples of His Spirit ~ guided by His holy Word
 
 
Boldness in the day of judgement,
Following a higher law
Marching onward ~ for His kingdom ~ We shall be known by our love
 
As we gather In your name Lord,
Just as countless have before
Teach us, lead us ~ guide and feed us ~ as in sacred times of yore
]]>
Fri, 30 Jan 2009 19:25:31 +0000
<![CDATA[Play! - ]]>
 
 
 
(If this is your first time playing, you will be stepped through the easy and free process of installing the Unity browser plugin to make Mars Explorer work.)
 
 
This game is Family Friendly. Rated by TIGRS™
 Mars Explorer, like a myriad of other internet enabled applications, allows you to connect with vast numbers of people from all over the world. While you are doing so, please remember to use basic internet safety rules - never share your personal information with anyone!
  

 
 
 
Introduction:
After joining (or starting) a game, you will materialize into the Martian world as a buggy. If you so desire, you may rematerialize as a hovercraft at any time by driving to the world materialization point (a tall white column where you start) and clicking the "Switch to hovercraft" button that will appear on your screen.

Game Play:
  • One player is always the "Quarry". They have *stars* on their name tag, and are pursued by everyone. Tag the quarry, and everyone will be after you!
  • Score points by laser tagging others while you are the quarry.
  • You don't have to play tag! Try racing around the "Lava Racer" track, seeing who can reach the highest speed in "Foxholes", exploring the "Freestyle" volcano, playing offroad "follow the leader", or inventing your own activity!
Driving:
  • Vehicles are controlled with the Arrow or WASD keys.
  • When a Buggy, press the Space key to deploy your wings and take to the air (you will need to be moving at a decent speed for lift)
  • The Command key locks your brakes for rapid deceleration
Marksmanship:
  • Hold the Alt key (or press 1) to switch to "point and click" laser tag mode when you desire to fire.
  • Enter sniper mode by pressing Shift. It helps to be steady when sniping - try flying or braking to a stop
Advanced:
  • Try temporarily driving using WASD while holding Alt with your left hand and aiming with your right hand. Never miss the perfect opportunity for a shot!
  • Flying upside down allows you a full range of motion for firing lasers at targets below you. There's nowhere your opponents are safe...
  • Lasers can be fired from below the lava's surface, but can't penetrate it from above. Use this to your advantage!
  • Press Tab to type messages to other players, and Enter to send them. Your hands never leave the keyboard! 
]]>
Thu, 10 Jul 2008 23:07:58 +0000
<![CDATA[Mars Explorer 2.21 - Networking Refinements!]]> Greetings all!
 
Due in large part to the pathetic performance of the dedicated servers after the extra load from the Christmas release, I have just completed deploying a new dedicated server architecture that is running on Amazon's Elastic Compute Cloud.
 
Player lag should be much lower, and the change has also enabled me to enable some new networking features that should provide smoother player movement as well.
 
Mars Explorer 2.21 includes nothing but networking refinements, and will be released as soon as it is perfected. This first release may very well include some flaws - your reports will help me to isolate and eliminate them.
 
Have fun!
 
-Aubrey
 
 
(Update):
 
 
(Old):
 
]]>
Fri, 01 Jan 2010 22:49:16 +0000
<![CDATA[The Great Thanksgiving Hoax - Mises.org covers the various social organizational systems employed by the early American colonies]]> Thu, 26 Nov 2009 19:29:58 +0000 <![CDATA[Open letter to JimElite12 - Let this be a lesson to you...]]> Jim;
 
You account was just closed because you sent rude PMs to other Martians.
If you would like to apologize personally to those who you sent the PMs to and rejoin the community, I would be glad to reinstate your account. You know how to contact me.
 
Many people enjoyed playing with you, and you contributed a lot to our community. We'll welcome you back if you would like to work on being your former self!
 
Creating multiple accounts multiple times, posting profanity to this site multiple times, and lying to me about all of it multiple times is not acceptable.
 
Sincerely,
 
-Aubrey
 
 
P.S. To the rest of you self styled "cult" members: I have no official objection to people organizing into clubs. Personally I consider it to be immature and unproductive, but that is your concern. I only involve myself in disputes when things get out of hand - or more specifically - when players are being harassed and junk is being posted to the site. If you would all like to get your accounts closed, continue your errant ways. If you would instead prefer to become respectable members of this community, all you have to do is start acting like them. The only obstacle is your own obstinacy.
If you feel that you constitute some kind of rejected minority and that you have to "keep together" for protection, you are simply mistaken. I have joined many Mars Explorer games with a goofy name and a whimsical style - and am nearly always greeted with the greatest amity. If you are friendly and someone else isn't - don't squabble, don't get bitter, and certainly don't be mean back to them. Move on!
]]>
Fri, 16 Oct 2009 22:02:10 +0000
<![CDATA[Mars Explorer 2.2 Released! - Merry Christmas!]]> Encompassing the entire 2.1 beta series, Mars Explorer 2.2 is now officially released!
 
It incorporates a completely revamped Whirld system, many brand new worlds designed by members of the community, vast graphical enhancements, a new jet fighter designed by GTR, end ever so much more.
 
Enjoy,
 
-Aubrey
 
 
 
]]>
Fri, 25 Dec 2009 18:42:56 +0000
<![CDATA[The Great Tank Design Challenge - Open for entries!]]> Greetings everyone!
 
I have been hard at work on the tank this morning, but I am not quite satisfied with my design so far.
 
Everyone is more than welcome to submit their own model - and I will either select one, or incorporate the best elements of each. All cool designs will get credit on the "Tributes" page, and everyone who participates is guaranteed the satisfaction, sense of accomplishment, and improved skills that are an such an integral part of modeling futuristic vehicles :)
 
  • Please submit each entry in it's own document
  • Body should be somewhere around 2.5 X 5 meters
  • Tracks should be around 1 X 2 X 1.5 meters
  • Please provide a simple, smooth track surface that I can attach an animated track texture to
  • My current tank model can be downloaded here: » Aubrey's Tank
 
All the best,
 
-Aubrey
 
 
 
Overall Shape
Preliminary TexturingBody LayoutJust for Fun...Action ShotUndersea ExplorationOffroad
]]>
Sun, 26 Apr 2009 16:33:27 +0000
<![CDATA[FAQ - How do I: Take a screensh]]> How do I:

  • Enjoy Maximum Performance?
    Mars Explorer is specially designed to run great on a variety of hardware and software configurations, but you can help it run even better!
     
    • Close other browser windows and running programs when playing - especially those that connect to the internet! 
    • Download a native version of Mars Explorer for your OS. The in-browser versions work great, but are slightly slower and less resilient against crashing.
    • Run in Fullscreen mode (tap your "zero" keyboard key) while playing in your browser! This will ensure maximum performance, and will also let you utilize all of Mars Explorer's keyboard commands without triggering shortcuts in your browser.
    • Fine tune your Quality. In the Game Settings panel while playing, Adjust the "Rendering Quality" to an optimum balance between graphical excellence and a nice, smooth number of Frames Per Second (FPS).
    • Decrease your Resolution. The less pixels Mars Explorer has to draw to your screen, the faster it will run! Try dragging your browser window smaller or clicking the << button near the top of the "Game Settings" panel to see how it affects your FPS.
    • Decrease your Visibility. On games where you don't need to see far, pulling the "Visibility" slider in the "Game Settings" panel left a bit should greatly speed up your game.
    • Hide your GUI. Click the ">>" button in the lower right of Mars Explorer to turn off all the buttons and panels that are displayed in the game. On low end systems, this may speed up your framerate quite a bit!
    • Cap your Framerate if necessary. If you experience your graphics card overheating or just need to conserve battery power, slide the "FPS Cap" slider in the "Game Settings" panel left a bit to limit your FPS and give your computer a much deserved break.
    • Verify that you have the latest graphics card drivers, a decent amount of RAM, a couple gigs of free space on your harddrive, and a functional anti-spyware system if you run Windows. If you can't play other cutting edge 3D games, there's a good chance that Mars Explorer won't work all that great on your system either...
  • Not be a noob?
    Noobs are the players you meet who are selfish, rude, inconsiderate, unskillful, seem to have no concept of spelling or grammar, and are always bored - because the pleasure they derive from annoying others never quite seems to satisfy. Does this describe you? Don't worry - there is hope!
    Please note that noobs are not all to be confused with newbies - as the latter are friendly, willing to learn, and busy developing their skills - while the former are diametrically opposite.


    • If you think that being a noob is fun, you are missing out! Wait 'till you see how much more fun is is to be a respected member of the Mars Explorer community - and the world in general!
    • Though this may seem counter intuitive, the first step towards attaining the esteemed position of non-noobishness is to work on your communication skills. Once you establish yourself in the habit of fluently articulating everything you enter into a computer, not only will everyone else respect you more - but you will also be forced to think before you speak - and best of all, you won't be automatically identified as a noob by others you come in contact with.
    • Once you are communicating with ease, the only other skill you need to master is courtesy. When you begin treating others as fellow human beings with insightful ideas, valuable time, and intrinsic worth - instead of just objects to freeload from and annoy - you will no longer be a noob.
    • Sounds easy, doesn't it? It is easy. All you need is dedication and will, and you already have both of these - Exercise them!
    • In closing, imagine what you will be able to do with all the time you are no longer investing in pointless activities! Find something productive that you enjoy, and become the best that you can at it - whether it's rocketry, knitting sweaters, playing a musical instrument, entrepreneurial endeavours, or hacking.
  • Configure My Router?
    Note: When utilizing a dedicated server (which is completely automatic), or if you have a public IP address and no firewall (you probably don't), everything should just work for you! If not, a lot of tricky stuff has to happen behind the scenes to enable you to play with others over the internet. Mars Explorer can set up much of this stuff automatically - but if you can't connect to other people's games, it probably means that you need to help it out a bit - read on.

    • First of all, gain access to your router's control panel. Search the internet for your model of router, and you should find plenty of directions for this step and specifics for the following steps.
    • Next, enable "DMZ" mode. This "demilitarizes" your router, instructing it to not block any internet traffic. Try restarting Mars Explorer, and everything should work! If you still can't connect to other's games, sorry - but it isn't a router problem, and is beyond the scope of this FAQ.
    •  Try enabling "UPNP". You don't want to leave your router in DMZ mode, because this hinders it from protecting you from harmful internet traffic. Disable DMZ mode, then check to see if UPNP mode is enabled. If it was disabled, try enabling it - then restart Mars Explorer and see if you can connect to other's games. UPNP (Universal Plug and Play) is a system that allows Mars Explorer to configure the port forwards that it needs automatically.
    • And finally, set up port forwarding. If DMZ mode worked, but UPNP didn't solve your problems - add UDP port forwards for 2500 (Game), 23456 (Master Server), 50001 (NAT Facilitator), and 10735 (Network Tester). (Port Map might work for you if you run OS X). You should now be able to join the fun!
  • Have fun?
    Mars is a great place to disport yourself - especially when you know how to have a wonderful time!

    • Don't be a noob. As described above, it just isn't worth it! Take the time to learn how to be a better player - it will more than recompense any efforts you invest in it.
    • Find a great server to play at. Server hosts (the person that pressed "Start Game »") have absolute, dictatorial authority in their server. They absolutely need this authority to keep the peace and ensure a great game for everyone! Don't insult them, argue with them, or rejoin dozens of times after they boot you. If you don't like how they are exercising their authority, start your own server - and others who agree with your policies can join!
    • Set your physics with consideration. Just because everything moves faster, doesn't mean that players will have more fun. Setting everything at "max" may be amusing for a bit, but seriously - Fine tune your physics for the type of game you want to encourage.
  • Take a screenshot?
    • If you are on a Mac, you can save a screen shot to your desktop by pressing the "Shift, Apple, and 3" keys at the same time. You change this key combination to whatever you prefer by going to "Apple Menu > System Preferences > Keyboard and Mouse > Keyboard Shortcuts". F1 works great!
    • On Windows machines, pressing the "Print Screen" button on your keyboard should copy a screenshot to your clipboard.
    • Playing in fullscreen mode with your rendering quality set as high as possible will help take the best shots.
  • Record a movie?
    • If you are running Mac OS 10.6 or later - Open QuickTime, Select File > New Screen Recording, and you are ready to go!
    • If you are running an older version os the Mac OS, You will need to use third party software such as Jing, Copernicus, or Screenflick.
    • If you run Windows Jing or CamStudio should be just what you need

 

Commonly Asked:

  •   When is realtime multiplayer coming to the iPhone?
    Mars Explorer's multiplayer system is based on Unity's Raknet networking library, which is not yet ported to the iPhone. Once the library is available - and it is determined that the iPhone's hardware can handle it - realtime networked multiplayer on the iPhone may become a reality. In the meantime, many other amazing ideas are planned...
  • Why aren't there destructive weapons - like bombs, landmines, rockets, and flamethrowers?
    Mars Explorer isn't about destruction at all. The current lasers are not weapons ("a thing designed or used for inflicting bodily harm or physical damage") - they are simply an extension to the basic gameplay model that increases Mars Explorer's strategic value by allowing players to tag one another from a distance. Mars Explorer may receive more options for remotely tagging other players in the future, but you can rest assured that they won't involve excessive violence.

  • Why aren't there humanoid characters?
    As described in the previous post, crosshairs centered on some body's head is NOT what Mars Explorer is about. There's no way to introduce humans without them getting hit by lasers powerful enough to blast vehicles into the air or run over by tremendous tanks hurtling along at several hundred miles an hour - and therefore, the is no way that humans are going to be running around on Mars in this game. Many more vehicle types are planned though - including everything from ultra tiny scout vehicles to possibly even robots with legs.
  • I want more vehicles / worlds / etc - and I want them right now!
    Mars Explorer is developed by one person. He does it in his spare time, he does it for free, and he has lots of other projects that constantly demand his attention. Regardless of whether or not Aubrey is working on some neat new feature as you are reading this, be patient! If you are worried that the world may end if new updates aren't delivered regularly, perhaps it is yourself that you should be worried about :)
    Why not take a break - and go on a real adventure in the real world, crack some codes with Altamatic, list your stuff for sale on Safarri, write a scholarly article about something that interests you and and post it to PlexPedia, or learn something you didn't know before on WikiPedia?

 

Community Vigil:

  • Another player isn't being nice. What should I do?
    • If you are the server's host, it is your job to evict rude player's from your game. Click the "Active Players" button, then click the "Evict" or "Ban" button next to the name of the offending player.
    • If you are not the server's host - you can simply join another game, or host your own.

    If you would like to report someone who is engaged in illegal activity to the proper authorities, follow these steps:

    1. Determine the player's IP address. If you are the game's host, you can simply open the "Active Player's" window, and copy all the information out of the box directly below their name.
    2. Determine the offending player's ISP by doing a whois lookup on their IP address using a tool like the ARIN Whois Search.
    3. You can then report them to their ISP, CyberTipline, and / or your local police department.
     
]]>
Wed, 15 Oct 2008 22:41:12 +0000
<![CDATA[Tributes - Mars Explorer was developed using the amazingly excelle]]> Mars Explorer wouldn't be where it is today without many people and tools, and this page is here to recognize their contributions.
 
 
Unity 3D Logo
 
 
 
 
Powering Mars Explorer is the amazing Unity 3D Game Engine
 
Many development suggestions for the game were provided by the Unity community, and the Mars Buggy itself originally started as some modifications to a vehicle originally developed and released by Unity expert Forest Johnson.
 
 
 

The Jet
was custom modeled for Mars Explorer by GTR, who has also contributed to several design elements of the Classic Buggy. 


Skippy's Mars Explorer Hovercraft

 

 

The Hovercraft
was custom modeled for Mars Explorer by Spiffy / PB&J.

Spiffy and Olim have some even more amazing vehicles in the works...

Mars Explorer Tank
 
 
 
 
 
 
The Tank and Buggy
Were designed by Aubrey, with inspiration from FlyClub and others

Mars Explorer Buggy
 
 
 
 
 
 
 
Some of the textures in Mars Explorer are based on FilterForge textures,
and many of the game's 3D objects were created using
Google Sketchup, SolidWorks, and Blender.
 
 
 
 
 
 
 


Several sound tracks for Mars Explorer were custom designed by Micah.
 
 
 
 
 



MacDane hosts a collection of Mars Explorer videos. FlyClub develops the Whirld Creator. Picard is writing a Mars Explorer based story. Eric (Killerdude), Seb, Neon, Jetster, Dvo, and others have designed models or worlds for Mars Explorer. Many other community members do their part to help police and enrich the community.
 
 
 
 
 
 



Thanks are also due to early enthusiasts like Matthew, "Grampy", Ellen, and Natasha - who helped set the direction of the game; and to Aubrey's wonderful sister Kellie, who performed the Mars Explorer theme tune on her mountain dulcimer.
]]>
Thu, 10 Jul 2008 21:38:08 +0000
<![CDATA[Mars Explorer 2.11 Beta - Networking Renovations]]> Greetings everyone!
 
I have been toiling over extensive renovations in Mars Explorer's networking system, background information on which can be found @ this thread on the Unity developer forums.
 
2.11 represents the beginning of these renovations, and a tremendous milestone in Mars Explorer's development: the rise of the dedicated server. Don't let the .01 version jump lull you into complacency - this is just a continuation of the epic 2.1 beta series, with a slight version bump because it's networking is significantly rewritten and is not backwards compatible with the rest of the 2.1 players.
 
Previously, every game you joined in Mars Explorer was "hosted" by the player who started it. This meant that every piece of information (vehicle positions, rotations, & velocities, laser fires, laser hits, color changes, etc etc) was sent from your computer to the host's computer, and then from the host's computer to the computers of other players connected to the server. In essence; unless the host had a first rate internet connection, gameplay was terrible.
 
With 2.11, this all changes. There is now a fleet of "dedicated" servers ready to host your games for you, relaying network packets far more rapidly and reliably than your home computer ever could. Best of all, the "client" version of Mars Explorer retains all it's logic to act as a host when necessary - allowing you to host offline LAN games just as easily as ever!
 
Connection to a dedicated server when starting a game will soon be completely automated and transparent to the end user - but for this first release, just join an empty "Dedic8d" server to get started. Mars Explorer will detect when you are the first one to join a dedicated server, and will enter a special mode that allows you to exercise full control of your game just as if you were "hosting it" in a previous version.
 
This is just a first release, and there are still many things to be done!
Player banning, eviction, and password protected games aren't quite working yet with the dedicated servers - and there are probably other bugs as well.
 
Once I get the networking perfected a bit more, I will be back to work on the standard enhancements (such as cameras) :)
 
 
Enjoy!
 
-Aubrey
 
 
 
Other stuff in this release:
  • Awesome new loading graphics and webplayer installation splashscreen
  • Autofocus webplayer for more intuitive name entry when playing for first time
  • Faster webplayer loading
  • Incredibly polished starfield :)
  • Smoother borders on the "black cloud" floating behind the list server
  • Server list should now load instantly
  • No more lockups or glitches when canceling loading a world
  • Now automatically finds open ports to make starting a server a cinch
  • Name entry page now looks perfect @ any viewport resolution
  • More personable connection failed message
  • Connection retry system now works with direct connections as well
  • Fixed "news ticker buttons" flickering with strange messages while reentering lobby after exiting a game
  • Network Interpolation now correctly defaults to 300 ms instead of 200 ms
  • Enhanced Server Settings networking interface
  • Whirld library can now read .obj files without them needing to be gzipped. That's right - you can now design a world in Blender, and play it just about instantly in Mars Explorer!
]]>
Sun, 15 Nov 2009 18:36:12 +0000
<![CDATA[Mars Explorer 2.13 beta - Testers wanted!]]> Christmas is near - and with it, the official release of Mars Explorer 2.2!
 
I am still working hard in the final details of this release, but have just attained the stage where I am ready for your bug reports. Please give it a spin, and reply to this thread with anything you find that needs to be resolved. Keep replies simple and on topic, and provide me with as much information as possible to reproduce the bugs you encounter.
 
 

 
This release includes fundamental networking alterations, a completely new Whirld system, tremendous new graphical effects, many performance enhancements, and much, much more.
 
If you are submitting a new world for this release, please ensure that I receive your final build preferably before, and at least on, the 23rd.
]]>
Sun, 20 Dec 2009 19:58:10 +0000
<![CDATA[Mars Explorer 2.1 Preview - Conquer the Skies.]]> GTR's jet has been implemented, and you can take it for a spin!
Great job GTR, this is a beautiful model.
 
Note to everyone: yes, this is really exciting - but please don't submit dozens of comments that contain random characters or repetitive phrases :)
 
This jet's physics are coded to closely approximate an ultra-modern modern super high performance fighter. It features thrust vectoring, is supermaneuverable, and loves performing the Pugachev Cobra and Herbst maneuvers. In addition to being an awesome jet, it also includes a "hover" mode that is similar to piloting a helicopter - allowing you to land it on any rooftop, or cruise with ease and precision through even the most intricate of worlds.

In essence, the other vehicles don't stand a chance :)

I am working on several ideas for weapons systems capable of hitting a jet, and for slight tweaks to game mechanics that will allow the other vehicles to coexist with it.
This webplayer will be updated with new features as I create them.

In the mean time, have fun!
You can always disable jets in your server if you want to have a classical laser tag battle.
 
The jet is steered with the customary arrow or WASD keys - but there is a new "throttle" input axis for the throttle while in flight and the collective pitch while hovering. The new "throttle" input axis should automatically connect to the throttle on your joystick if you have one - but if not, you can also control the throttle using your Q and E keys. The Space key toggles between hovering and flying. Clarification: You are always at half throttle unless you press Q (zero throttle) or E (full throttle). Half throttle provides the precise amount of thrust necessary to suspend the jet in mid air.
 
To perform a turn in flight, simply roll left or right and the jet's onboard computers ;) will take care of the details. You can pull into turns for faster directional changes, but if you pull too hard you will stall the wings and they will stop producing lift.
 
All the best,
 
-Aubrey
 
 
 
 
 
Other minor goodies:
  • SmartCam now follows a bit more aggressively, to help it keep up with the jet
  • AeroCam renamed to HyperCam, as it can make you really dizzy in the jet :)
  • In order to allow them to keep up with the jet, lasers now inherit the speed of their firing vehicle. Yes, this does violate relativity - I should really call them something other than lasers :) Anyway, this will alter your optimum targeting strategies! Now, when you are driving alongside of someone and want to hit them, you don't need to lead them - as your lasers will move along with the two of you. This also makes it slightly more difficult to hit stationary targets while you are moving parallel to them. Either compensate for it, or move towards or away from whatever you are aiming at.
  • Positional resets no longer preserve vehicle rotation and speed, as there were issues with people getting totally lost and stuck :)
  • Fixed hypersound, at the expense of disabling audio doppler effect.
  • SMOOTH buggy wing deployment animations, based upon some reworked code.
 
 
]]>
Fri, 16 Oct 2009 23:34:46 +0000
<![CDATA[Aspiring Developers Take Note: Unity 3D is now FREE - And positioned to become the market leader of 3D development systems]]> As many of you are aware, Mars Explorer is powered by Unity 3D.
 
Unity Technologies released Unity 2.6 today - and with it, an incredibly exciting new pricing structure for the independent dev version of their development system: Free.
 
I have petitioned for this move for some time, and nothing could have pleased me more than it's adoption.
 
You can now all join me on the path to becoming a successful 3D developer - and you don't need to invest anything but yourself. Serving in the contexts both of a serious tool and a delightful educational system, I can highly recommend Unity!
 
-Aubrey
 
 
 
 
P.S. Over the coming weeks, I will be fine-tuning my freely available Mars Explorer Unity package as a gift to beginning developers. I will also be providing a turn key system for converting detailed worlds designed directly inside the super powerful Unity editor into Mars Explorer compatible Whirld files. Stay tuned :)
]]>
Thu, 29 Oct 2009 04:25:46 +0000
<![CDATA[Mars Explorer 1.9.77 Released! - World, physics, networking, and vehicle updates]]> 1.9.77 has been finalized. Enjoy!
 
This release incorporates many new features, enhancements, and bugfixes - among them being vastly improved "ORBs", Eric's maze and a resculpted Foxholes world, and tons of improvements to the internal networking system.
 
The list server is experiencing difficulties right now (and has been for quite some time), but this is a top priority and should be resolved soon. This version includes a mechanism for me to control what list server everyone's game is pointing to, which will be instrumental in tackling the issue.
 
I am planning for the next version of Mars Explorer (1.9.8) to focus on complete reliability, Olim's Submarine, Seb's Sky Monster, and FlyClub's suggested list server enhancements.
 
-Aubrey
 
 
 
 
 
 
Momentous:
 
  • Eric's Maze World now available!
    This map is small, and action packed.
    It is great for XORB tag, hide and seek, and much more!

  • Major updates to Foxholes map:
    Now includes a lava sea, many more strategic sniper positions, "launch 'canos", exciting new jumps and hills, and more!

  • Completely rewritten networked vehicle position interpolation sync code:
    This should provide vastly smoother networked vehicle movement, and hopefully less NR (Not Responding) players.
    Interpolation, in a networked gaming context, is the technique of maintaining a list of each networked player's recent positions - and then using that list to compute their current display position every frame based upon where they were at a time in the recent past. The delay incurred by this system is scarcely perceptible, but the positional smoothing it provides is immense. To learn more, you can read Unity's Networking Reference and A Discussion on Networked Physics.

  • Beginning of Seb's Sky Monster can be found in Freestyle world:
    Looking good, but definitley a work in progress.
    Seb is enhancing the interior in preparation for the next version...

  • Massive improvements to the "ORB" concept introduced in 1.9.76
    ORBs have an incredible new "plasma shield" look, are color coded to indicate their state, glow brighter when colliding with terrain or taking laser impacts, animate their size changes, can optionally be hit by lasers, properly tag with each other, and are much more reliable.

  • New server setting to rematerialize vehicles when they get hit by a laser.
    You can finally stop other players from charging you...
    Simple, but it opens up tons of new gameplay potential!
 
Mundane:

  • Slicker buggy collision mesh, for better crash inertia preservation
  • Minor tweaks to Buggy flight physics to resolve "nosedive" issues
  • Buggy wing states properly sync'd on server entry
  • Buggy wings can be used to gain quarry as well as loose it
  • List server logic significantly enhanced - Once the master server issues are resolved, finding games to play should be much more reliable
  • Player pings and IP addresses are now only visible by server host
  • Fixed vehicle initialization sequence preventing buggy tracks from rendering
  • Bots correctly reset after falling off world
  • Buggy flight auto-leveling now a bit less aggressive, allowing for greater precision while dive bombing other players
  • Intelligent web player init preloading to solve initialization related crashes
  • B, H, or T now displayed on vehicle badges to indicate their type - suggested by Michael
]]>
Sun, 21 Jun 2009 19:00:38 +0000