With ECS, we’ve untangled and separated all the major systems which make Universe Sandbox ² run. Let’s compare our previous architecture to a tangled bundle of threads, where a system like temperature-control might twist and turn throughout and prove impossible to adjust or remove individually without messing with the rest of the bundle. Without getting too technical, this change is effectively a major reorganization that will make it easier for us to maintain our code, track down bugs, and develop and iterate on features. With this update, we’ve moved to a proper entity-component system, or ECS. Our new code architecture in Update 20 is the other chunk of the replaced foundation. Home > Settings > Set User Interface Scale And if that’s not enough, this new interface makes possible our plans to support on-the-fly switching between multiple languages. So if you’re running at a high resolution, like 4k, then no more squinting your eyes to see what exactly your exoplanet’s radius is! Our upcoming mobile version of Universe Sandbox ² also would not be possible without this scalable interface. This was not possible with our old system. There’s also a big change for users: You now have the ability to scale the interface. Currently, this is largely a behind-the-scenes change in the tech we’re using, but if you’re paying attention, you’ll notice some small changes to the design aesthetic as well. The rewritten interface in Update 20 is a big chunk of the new foundation for Universe Sandbox ². (Or using another established metaphor: We have now paid off much of our technical debt which has accrued as our project continually evolves and heads further down roads no one has been down before.) And for most of this work, the best sign that we’ve done our job well is if you can’t tell much of a difference.īut like a new foundation, these are very important changes which set us up for future features, improvements, and optimizations that would have been difficult or even impossible to implement with the old Universe Sandbox ² groundwork. How much is “considerable,” you ask? In our task management system, we’ve closed over 560 tasks. This means that there may not be many obviously big changes (unless you’re in VR! see below), but we’ve done considerable behind-the-scenes work. But with Update 20, we’ve completely lifted the house and made some major renovations to the foundation. Many of our updates so far have made fancy, noticeable additions to the house - a garage, a balcony, a new roof with some nice solar panels, etc. Imagine Universe Sandbox ² is a house that we’re building, and each update adds something new. This is an update for both the desktop and VR versions of Universe Sandbox ².Īugust 04: Update 20.0.16 is a small update with minor improvements and bug fixes. They've changed the physics calculations a little since then, so maybe that's why timesteps stop going faster after a certain threshold.Run Steam to get Update 20, or buy Universe Sandbox ² via our website or the Steam Store. I don't know what has happened since then, but I would assume it will be addressed in the near future. When I was part of the closed US2 alpha testers, alpha 8 or 9 was able to run sims at insanely high timesteps and it all held together. That was one thing Giant Army wanted to fix. It may have been more, or less, but I don't remember. I remember orbits falling apart and flying out into space around 100 years per second. In the first Universe Sandbox, this was a problem when you wanted to run a simulation at, say, 1 year per second, or higher. Meaning, it is wanting to avoid sling-shotting bodies out of orbit. To shed some light on the timesteps (clock icon), as of right now, I don't know if its a bug or a purposefully added countermeasure, but when the clock turns red, it means the simulation's speed is being throttled to preserve the accuracy of the n-body calculations.
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