

An attempt at making a house in the game. There are gaps everywhere, the builders were a bunch of cowboys!

Centre-of-mass indicator and bug fixes
This week not much outwardly apparent has changed with the game but I’ve fixed a load of bugs, including a fairly major error in the gear constraint code that sometimes caused gear trains to gain too much angular velocity.
I’ve added an indicator that shows a construction’s centre-of-mass when you freeze it. This will be useful when you want to balance a construction around a pivot point or centre-of-lift (e.g. flying vehicle, see-saw, etc.).
Construction controls update
Over the last couple of weeks, I’ve made a couple of changes to the controls:-
More rendering improvements and other fixes
Also now in the build:-
Rendering overhaul
In Unity, full-screen image effects, such as screen-space ambient occlusion (SSAO), bloom and tone-mapping, can only be applied after everything else has rendered. You can optionally flag image effects to render between opaque and transparent stuff, but that doesn’t help me because image effects wipe the stencil buffer, which I need for object highlighting.
Previously there were many things about the rendering order in the game that were just plain wrong. For example, SSAO was being applied after water and atmosphere / fog, and 3D UI elements were being bloomed and tone-mapped. Ideally you want to be able to interleave image effects and other rendering at will. The only way to do this in Unity is to use multiple cameras (with only the first one clearing the screen, the rest rendering on top). Here is how I have things set up now to achieve the correct rendering order:-
Camera 1
Camera 2
Camera 3
Unfortunately, using multiple cameras like this exposes some long standing bugs in Unity which really screwed me up for a while. Luckily there are known workarounds for these, for more info you can check out these threads:-
Ambient occlusion
I’ve also fixed some issues with SSAO that were causing black speckly artifacts to show on the distant terrain. Now that SSAO looks much nicer, I’ve enabled it by default. I’ve also fixed a bunch of other bugs and issues!

New stuff in the game this week: improved the rendered images of parts in your inventory, did a whole bunch of asset tweaks, and added some new parts to build with!
Over the last week I’ve mostly been working on project planning stuff, but I did make a few minor tweaks to the build. Now the graphics and sound settings get saved and re-loaded. There’s also an option to enable vsync, and when creating a new “sandbox mode” game, you can set some basic time-of-day settings.
Next week, more project planning. Wanna get this out of the way so I can get back to designing & coding!
Tutorial 6: Making a car steering mechanism
In the sixth tutorial video I show how to add a proper steering mechanism to the car from the previous tutorial.
Tutorial 5: Building a simple car
Part five in my tutorial series, this time I show how to put together all the concepts covered so far in the previous tutorials to build a simple vehicle.