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[img src="https://clan.cloudflare.steamstatic.com/images/45621583/905b504a740a256691b8493a8d314411c2ce6898.png"][/img]
Hello everyone!
The time has come to share one of our most important achievements to date. Although this is a purely technical advancement, which will likely be of most interest to other Qt developers, it will also affect all players.
[hr][/hr]Previously, like most developers, we used a tile-based LOD system for generating the game world. Essentially, we created chunks based on heightmaps using Qt HeightFieldGeometry. This solution worked initially, but over time, our ambitions for draw distance grew. When we added rocky and sandy terrains to the game, we encountered many problems:
Grid around tiles: Unsightly lines separating parts of the world.
[img src="https://clan.cloudflare.steamstatic.com/images/45621583/1c0ef60a43b1d3efa44ca064ea1369905abc0256.png"][/img]
Increased CPU load: The number of tiles reached up to 1600, heavily stressing the system.
Difficulties with smoothing transitions: When players changed altitudes (e.g., during resource extraction), transitions looked unpolished.
These problems were very difficult to solve.
[hr][/hr]In the process of finding solutions, we came across the terrain implementation in UE5, specifically their Nanite system. This impressed us greatly, and we decided to create an analogous system in Qt.
[hr][/hr]Unlike UE5, our system currently works only for primitives (e.g., ocean or ground), but it has completely solved all our problems! Now we can create much more detailed terrain that is significantly less demanding on gaming hardware.
[previewyoutube="Kva9UvD_kng;full"][/previewyoutube]We are very excited about these changes and believe they will make the game world even better and more performant for each of you! [dynamiclink href="https://youtu.be/Kva9UvD_kng"][/dynamiclink]
These are all the missed development logs since we started publishing.
Welcome to Ecliptica—a survival simulation on a distant, unforgiving planet where everything is governed by brutal laws of economy, power, and nature.
Nothing here comes easy. Resources are limited, the environment is hostile, and the local biosphere sees you as a threat. To survive, colonists must cooperate, trade, and compete in a fully simulated, reactive economy that responds to every decision made by both players and non-player characters (NPCs).
Explore a procedurally generated open world, establish outposts, found your own corporation—or join one of the many NPC-led factions competing for territory and survival. Whether you choose diplomacy, trade, or domination, every decision shapes the fate of the colony.
🔧 First-Person Colony Survival Simulator
Manage resources, make critical decisions, and build your place in a dangerous new world—all from a first-person perspective.
🌍 Procedurally Generated Open World
Discover new regions, colonize untamed land, and adapt to a diverse and dangerous environment filled with opportunity and risk.
💹 Living, Player-Driven Economy
Every item, resource, and service is part of a real-time supply and demand network. Trade routes, shortages, and production chains evolve dynamically.
🏢 Corporations and Competition
Join existing corporations or start your own. Form alliances, wage economic warfare, or engage in diplomacy to rise above the rest.
🧠 Active NPC Factions
NPC colonists are fully part of the game world. They form corporations, establish settlements, compete for resources, and interact with players through trade, diplomacy, and rivalry.
⚙ Total Strategic Freedom
Build infrastructure, expand your influence, and shape the world’s economic and political landscape through your actions.
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