50,000 stars

Yah, that’s a thing now. It’s crazy ridiculous.

But what this hopefully means is larger galaxies for gamers on low-memory PCs.

12 thoughts on “50,000 stars”

  1. Good Lord! Is tech time going to scale with these sizes, or will I have black hole generators by the time I meet another race? Amazing. Of course, I will never play with a galAxy this size, but nice to know I could. 200-500 stars should be no problem then.


  2. Well… obviously a big difference between generating a 50k galaxy and actually letting the AI and pathfinding algorithms chew on it. Nonetheless, nice accomplishment. Developing on low end hardware is a good idea. It requires you to optimize at a fundamental level and discourages sloppy programming. Keep up the good work.


    1. Here’s how pathfinding works on an open galaxy map with no starlanes and hexes to traverse:

      AI: I want to sent a colony ship to system B. There is a colony ship in system A. Send Colony Ship from A to B.

      Am I missing something? I’m not being facetious. My current pathfinding code seems pretty agnostic to galaxy size. Basically the AI decides what ships should be in which systems it can reach, sorts them by priority, and then starts sending out ships based on priority and time to reach destination. If building a ship first in system C is faster than launching an existing ship in system A, it does that instead.


  3. I feel like gargantuan galaxies could make for some interesting ai games, where you set up the ai and just see what happens.


    1. I think SuperNerdy may be on to something. Way in the future, when you are trying to balance the various races you could use big galactic maps and run sims to see how they perform. The 50k stars map may still be out of the question, but just an idea.


    2. You can do that now… Basically set it up to 20 empires and about 1000 stars, and set the player difficulty to “AI Control”. That will trigger the AI to play your empire for you and all you have to do is it Next Turn and watch. It’s how I observe the AI in action.


  4. I see memory usage number was steadily rising, sometimes dropping. Is the game stable enough when you leave it running for a while? Does it stay below Java VM limit?


    1. There are no significant memory leaks in the game that I am aware of. The memory usage cycles up a bit from the animation as images that will be re-used are occasionally needed and retained. Other animations, like the planet orbiting, will be reclaimed. This is the drop you see from when GC kicks in.

      Long-term memory growth will occur as empires expand into the galaxy, adding colonies and needed to assign fleet orders to more and more systems in reach.

      The Java VM limit is determined by your PC. When Remnants starts up, the very first thing it does is see how much available memory you have and then restart itself with enough memory. This prevents situations where you have a 32GB PC and the default JVM setting is 2GB.

      When you are starting a new game, it looks at your JVM memory allocation and prevents you from creating a map that it thinks will eventually be too large to play.


  5. Honestly, I’m up to a 50k stars game, no matter how long it will take, especially with the possibility to find “pre-warp” civilizations and decide to invade / leave alone (for future threat or opportunity) / destroy / absorb them, that also could open new spies possibilities. Well, maybe that’s for future implementations, if considered 😛


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