Development blog
This is our development blog! We have been maintaining this blog with updates for over 1000 days now, starting June 10th, 2013. Here you can read about the work that goes into making a game as complex as Brutal Nature:
2015 October 12th
Added more mouse over and click effects to buttons.
2015 October 11th
32bit client now executes 32bit server when single player mode is selected.
2015 October 10th
Fixed problem with shadows having holes when terrain exceeded 500 feet.
2015 October 9th
Added low health/endurance/food warnings to crosshairs text.
2015 October 8th
Fixed rendering lag by fixing the server voxel packet throttling code that was broken by the new client side voxel packet cache.
2015 October 7th
More work fixing the rendering lag.
2015 October 6th
Looked into why water updates are causing such bad rendering lag.
2015 October 5th
Rewrote some of the editing code to be cleaner. Fixed bug with adding water not activating water physics
2015 October 4th
Fixed voxel editing bug where sometimes the brush did not remove all the voxels it should have.
2015 October 3rd
Reduced slope required for water to flow by 50%.
2015 October 2nd
Fixed NPC's seeing through cube mode walls and being able to attack through them.
2015 October 1st
Today, I rounded the 'Material:' display when picking a material in edit mode to only display 1 decimal point. Also I fixed collision bug where bullets hitting water would not be rechecked for collision with terrain till next frame.
2015 September 30th
End of another great month!
This month, Water physics was finally added to the game. Both in the swimming in water sense and water is now able to flow on its own. Harvesting trees and berries has been improved.
0.58 was released with a new voxel scale to greatly improve performance and a chunk cache system to reduce bandwidth.
Today, I fixed air to be 100% on respawn and fixed air reading to disappear when dead.
2015 September 29th
Did some work improving the website today.
2015 September 28th
Quantity produced harvesting berries and mushroom now depends partially on your endurance level at the time you harvest them. This simulates care taken while picking vs hurried picking.
2015 September 27th
Prevented edge of map water voxels from being calculated. Further optimized the water physics.
2015 September 26th
Fixed and optimized branch cache on set/getvoxel.
2015 September 25th
Added a branch cache to set/get voxel. This allows the octtree look up to be skipped when a voxel is within the same branch as last accessed.
Harvesting trees/bushes/rocks/etc now always causes endurance lost, even if it fails due to too low of endurance. This means just mass clicking on things will result in loss of endurance but no item. You now must time your clicks for when you have enough endurance.
2015 September 24th
Water physics now work quiet well. Server has to spend a little while on startup/new map to settle all the water but once done water updates amazingly fast.
Will look into optimizing it further later.
2015 September 23rd
More work on water physics. Got it roughly working.