Update
New UI Screenshot & Alpha 15 Update
May 7th
User Interface Improvements
In the screenshot above you can see the improved Open, Add, and Properties panels. (Although you won’t usually have all 3 open simultaneously.)
The design will still change a bit as we continue development, but it’s a good representation of the direction we’re heading: unified icon styles, minimalistic design, better spacing, and a more intuitive organization of controls and settings.
One of our favorite new additions is the thumbnails in the Open panel, which provide a much more representative and inviting preview of the available simulations.
The biggest change? We’ve moved most of the actions you’ll need for exploring and interacting with a sim to a bottom bar. We pride ourselves on the amount of customizable options, but they’re only as useful as they are easy to find and adjust.
What else have we been working on since Alpha 14?
- Getting our newest team member up to speed
- A big welcome to astrophysicist Jenn Seiler!
- Jenn is currently working on improving volatile loss rates and implementing magnetic fields (look for these in future updates)
- Refactored physics and performance optimizations (see previous post)
- Transitioning to GIT for our source control
- This will help us maintain a monthly update schedule, as we can now develop features on the side without affecting the main project, then merge them in when they’re ready
- Improved graphics settings and options
- First steps in integrating backend visual improvements
- New tech which lets users heat up one side of a body (coming post-Alpha 15)
We’re working hard to get everything working again for Alpha 15. Keep your eyes peeled. We look forward to hearing what everyone thinks.
If you don’t own Universe Sandbox ², you can get instant access to the alpha through our website: universesandbox.com/2
Alpha 14 Now Available
Feb 27th
A long list of bug fixes, first pass on total fragmentation, re-enabled exploder tool, better performance for slower machines, and further improvements to the user interface.
Run Steam to update or buy Universe Sandbox ² now: universesandbox.com.
Our last update introduced a lot of new features, and took a bit longer than we expected. So for Alpha 14 we returned to our monthly release schedule and focused on fixing bugs. Some of these bugs have been around for a few versions, and others were introduced with last update’s big changes.
Total fragmentation is disabled by default as it’s still a work-in-progress, but you can enable it in Simulation settings (gear icon on the left). It can best be seen with the re-enabled exploder tool. Select Powers on the left, then select Exploder, then click on a body to make it instantly explode. This is also a work-in-progress; better transitions are on the way.
We also made improvements to collision and gravity calculations when running CPU mode. This means better performance for older hardware which can’t run OpenCl mode.
We revamped tooltips for smarter placement and increased visibility. We also made the Launch Body toolbar customizable, so now you can set the hotkeys to launch any body you choose.
For a full list of bug fixes and improvements in Alpha 14, check out the What’s New.
And as always, we’d love to hear your feedback:
Alpha 13 Now Available
Feb 6th
Alpha 13 is our biggest update yet.
Overhauled collisions, Mars climate, planetary cutaways, tidal heating and evolution, working orbital elements controls, a better looking UI, and much, much more.
Run Steam to update or buy Universe Sandbox ² now: universesandbox.com.
It’s our biggest update, and it’s also the update we’ve spent the most time on. A lot of this was due to the amount and complexity of the features we’ve been working on. But there were also quite a few unforeseen obstacles and bugs, and add to that some holiday time off… in short, it took us longer than expected. But now there’s plenty to explore, and we don’t think you’ll be disappointed.
In a previous blog post, we showed previews of planetary cutaways, Mars climate simulation, the collision rewrite, and radial velocity and light curves. These are big parts of Alpha 13, but there’s no need to repeat ourselves; let’s look at something new.
Alpha 13 introduces a vastly improved graphing tool. It now plots simulated time, autoscales and autoscrolls, and allows for customizable X and Y axes. You can view specific data by hovering your cursor, and you can easily add and change targets.
Combine that with the new climate feature that lets you simulate future greenhouse gas emission scenarios to get a clearer picture of what could be in store for Earth’s future. To learn more, run the Climate Scenarios activity in Home -> Main -> Activities.
In the screenshot above you can also see the new Milky Way background, the new font, and some new icons for the Properties window.
Also added to the UI is a list of icons at the bottom of the screen that show the bodies bound to the 1-8 number keys. Press 4 a few times to launch some moons at the Earth then turn on the new Body Colors mode for a colorful light show. With Body Colors, the colors of trails, bodies, and fragments are adjusted by mass, acceleration, or velocity.
The new collision system under the hood mean that these collisions will run faster and look better. Calculations have been improved for fragments, craters, momentum, temperature, and every other element of collisions.
The rewrite to physics also introduces a new Global Adaptive integration mode. This mode ensures that, at no matter the timestep, the simulation will retain an accuracy within a user-defined “tolerance” level. This keeps bodies on their proper paths, even when you’re running at thousands of years per second.
Check out our What’s New for a full list of new features, improvements, and fixes. It’s a long list.
We plan to return to a more regular update schedule for Alpha 14. Until then, there’s a lot for you to check out in Alpha 13.
Let us know what you think: