sandbox universe майнкрафт сервер
SandBox сервер Майнкрафт
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vk.com/minesandbox |
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1.7.10 |
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streamcraft.net |
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SandBox fresh world 1.12.2 сервер Майнкрафт
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minecord.pro |
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Excraft SandBox 1.7.10 сервер Майнкрафт
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excraft.hol.es |
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Development
Codename: Fire Ring | Update 28 | September 22, 2021
Run Steam to download Update 28, or buy Universe Sandbox via our website or the Steam Store.
Update 28
Fire Ring introduces a collision model that simulates an impact shockwave across the surface of an object, as part of our work to continuously improve collisions. In addition, there are improvements to object trails, additional object information, bug fixes, and more.
Shocking Collisions
Object heating from impacts now realistically moves over the impacted object as a shockwave. Fragments are ejected from the edge of the shockwave at more realistic angles. Learn more in our Collisions guides:
Guides > Tutorials > Planetary Collisions
Guides > Science > Collisions: Energy, Mass, and Speed
Impactor Heating
Both objects involved in a collision now experience collisional heating on their surfaces, instead of just the larger object.
More Highlights
This update includes 6+ additions and 22+ fixes and improvements.
Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.
Universe Sandbox for Mobile | DevLog 1
Have you ever wanted a universe in your pocket? We have too, and so we’ve been actively working on a mobile version of Universe Sandbox for both iOS and Android to make this a reality.
Universe Sandbox for mobile will have the same features and interface as the desktop version (in fact mobile and desktop are built from the same source code) and we are working to make sure it is an equally enjoyable experience.
All-Around Improved Experience
Our work on mobile has motivated many features and improvements that have already been made to the desktop version. This includes automatic scaling of graphics settings based on screen resolution and the separate, minimizable panel that comes up when you use a tool, like the laser. Additionally, optimizing Universe Sandbox for mobile has the added benefit of improving performance on the desktop version.
Adapting Universe Sandbox for mobile challenged us to simplify our user interface to its core, resulting in changes like the separate, minimizable panel for the tool currently in use, like the laser (shown in the lower right here on a smartphone).
Designing a Handheld Universe Simulator
For the last few months, we’ve been focusing on making sure the mobile version is just as fun to play as the desktop version. In Update 26, we unified the user interface across desktop and VR, and we’re continuing to develop this unified interface with physically smaller (that is, mobile) screens in mind. You can check out how we are building this flexible user interface right now by making the window in the desktop version small. If you do try this, you’ll notice it presents quite a design challenge, not only for existing features but also for any features we add.
The interface filling up the entire screen on a mobile phone shows how challenging it can be to fit all of the windows on a smaller display.
You may have seen some of the improvements we’ve made to our user interface in recent updates. For example, our bottom bar redesigns both create a sleeker, more adaptable desktop experience while also making everything more accessible on mobile. However, we are still working on solving a few design challenges including (but not limited to):
What’s Next for Mobile Development
We have been working on numerous updated user interface designs that improve functionality and clarity no matter what device you are on, and implementing those is one of our major next steps. We’re also currently hiring a cross-platform engineer to help bring Universe Sandbox to mobile and beyond.
There are occasional bugs to fix in the mobile version, such as this one showing patchy trails on an iOS phone at high simulation speeds. (By the way, we fixed this bug!)
While we still do not have a release date or official price for mobile, we currently plan on it being a one-time paid app with no ads or in-app purchases. We hope to write more of these mobile-focused DevLogs as we make more progress, so stay tuned!
If you want to receive updates when there is new information about mobile, like this DevLog, sign up for our mailing list:
http://universesandbox.com/mobile/
To join our community discussions, please join us on our Steam Forum and our official Discord community
Atmospheric Adjustments | Update 27.2
Run Steam to download Update 27.2, or buy Universe Sandbox via our website or the Steam Store.
Update 27.2
You can now change specific simulation interactions, like gravity and collisions, on a per-object basis! This minor update also includes simulated atmosphere opacity (a measure of how hard it is to see through the atmosphere), bug fixes, and more.
Individual Object Simulation Manipulation
The ability to turn off specific simulation interactions on a per-object basis has been added to all objects in Properties > Overview. We plan to add to this over time, and we hope you enjoy creating all kinds of crazy scenarios with these options as much as we do!
Opaque Atmospheres
Atmosphere Opacity is now simulated based on an object’s properties, like Radius and Atmosphere Mass. Learn more about this new feature in our Atmospheres guide under Guides > Science > Atmospheres.
More Highlights
Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.
Clouds in Motion | Update 27.1
Run Steam to download Update 27.1, or buy Universe Sandbox via our website or the Steam Store.
Update 27.1
Cloud speed is now simulated based on an object’s temperature and rotation speed. Surface simulation performance improvements, an Appearance interface redesign, adjustable planetary rim lighting, and more round out this minor update.
The feature image shows a laser heating up the Earth to speed up the cloud rotation and our new atmosphere opacity property.
Simulated Cloud Speed
Cloud speed is now simulated based on an object’s temperature and rotation speed as part of our continued incremental improvements of clouds. Check out our new Clouds guide for a tour through our entire cloud system: Guides > Science > Clouds.
Easier Appearance Editing
As part of our continued user interface improvements, the Properties > Appearance tab has been redesigned to combine color customization with visibility and other options to make changing the appearance of an object even easier.
More Highlights
You can also check out our 2021 Roadmap to learn more about what we’re currently working on!
Please report any issues on our Steam forum, on Discord, or in-game via Home > Send Feedback.
Universe Sandbox Roadmap: 2021.5 & Beyond
Last year we worked hard to make Universe Sandbox even better, and we’ve continued that work into this year with two updates already. We wanted to share some of the exciting plans we have for upcoming features including terrain manipulation, an expanded materials system, and more, that we have for the rest of the year (and a bit beyond).
What did we do in 2020?
In 2020 we had two major updates and a few minor updates as well.
View our “What’s New” for a chronological list of changes.
What have we already done in 2021?
This year has already seen two notable updates that have included many fixes to our core simulation, a few new features, and improvements to the Universe Sandbox experience.
New team members
Brent was hired in March as our new Science Writer & Community Advocate. Brent has a PhD in Physics and will be writing about all of the awesome science and simulations that Universe Sandbox can do (including writing this post – Hi Everybody 😃 ).
We also recently hired Brian as our new User Interface Engineer. Brian joins us after working as a frontend web engineer, and is excited to help make Universe Sandbox the best possible experience for exploring space and science. He’ll be implementing some of the many, many user interface designs we’ve been working on.
What’re we currently working on?
You’ve seen some of what we’ve been up to this year from the updates we’ve put out already, but there’s still a lot of new features in development. While we would love to get all of these new features and improvements out by the end of the year, there may be new priorities or unexpected difficulties that pop up, which make it hard to predict exactly when we will have these features ready.
Surface Grids & Planet Appearances
The simulation of temperature, ice, water, vapor, and other properties across the surface of an object, a feature we call Surface Grids, has become a fundamental part of Universe Sandbox. Read more about Surface Grids in our DevLog and ScienceLog series. Yet even with all of the improvements we made to them last year, there is still so much that can be done.
Enhanced User Interface
Our goal for each update to Universe Sandbox is to improve your experience. This might involve updating our user interface, improving our guides for new users, increasing performance, and other small tweaks.
…and Beyond?
In addition to all of these plans, we also have some longer-term goals, and though many of these may not happen for a while, we wanted to share with you.
Multiple & Mixed Materials
We want to give you access to more basic materials, like methane, CO2 (carbon dioxide) and O2 (oxygen), to our current system. Not only will a more robust material system allow you to further customize your planets, moons, and asteroids, but it will also make future features, like Life Simulation and realistic atmosphere simulation, possible.
Rigid Body Physics
Currently our physics engine isn’t optimized for rigid body physics required for proper human scale (like dice and spacecraft) object interactions. We’re working to change that and have been researching different methods of implementing a whole new suite of physics into Universe Sandbox.
Mobile
We’re still actively working on a mobile release for both iOS and Android, though there’s still many design questions to be answered.
And More
There’s no shortage of additions and improvements to be made when you’re simulating the Universe! We’re also thinking about future features like Lagrange points, atmospheric scattering, and life simulation, and we’re excited to share them all with you!
Hiring
We’re currently hiring another Physics Engineer, join us!
Answering Some of Your Questions (Addendum)
We’re really glad that you all enjoyed reading our Roadmap. You asked a lot of good questions and we wanted to answer some of them here:
1. Will you be able to export (and import) height maps for celestial objects?
We plan to support importing and exporting of surface maps, but we don’t yet know when that will happen.
Much of the surface data (like elevation and color) that we use for known solar system objects is based on data available online. You can find similar maps to the ones we use online, like this set of Moon elevation and color maps (though these are not exactly what we use).
2. What materials are you planning on adding?
Development of adding additional materials to the simulation is still in flux. Our goal is to add all the basic materials that are necessary for simulating basic life like carbon dioxide and oxygen, as well as some others like methane and sulfur, which are found in large quantities on other planets and moons in the solar system.
3. Will we be able to make planets out of any materials?
Great question. When we add additional materials to Universe Sandbox, we are planning to make them available as part of an object’s Composition properties, similar to our current system, so you’ll be able to make planets out of any material we add.
4. Will we be able to make megastructures like Death Stars?
We think this would be really fun, and actually have this on our Roadmap already. The general idea would involve a separate system to build megastructures like Dyson Spheres (or even Death Stars). However we still have a lot to do before we start work on that.
5. Are we adding sentient life as part of our life simulation?
That is a cool idea. We’re still a ways away from even the simple life simulation we are hoping to implement though. The first version of life simulation will likely be a surface map, similar to our other surface grid maps, that would show “amount of biomass” or “vegetation,” but we don’t have all of the details worked out yet.
6. Any plans to make the game run in Vulkan?
While we don’t have any plans right now to support Universe Sandbox for Vulcan, an API for graphics rendering and computing (different from what we currently use), on Desktop, that doesn’t mean we won’t look into it in the future.
7. Will we be adding continental drift or volcanoes?
Right now we don’t have any plans to add either of these features, though we have thought about adding very simple volcanoes in the past. There are a lot of improvements and fixes we need to make to the core features before we think about adding in complicated features like that.
8. Is there a way to beta test new features?
Yes! We will occasionally release Community Test builds to get feedback on new features and help us find bugs. We announce when these go live in a post on the Steam Forums and on our Discord server.
9. What devices will Universe Sandbox mobile be available on and will it be free for those who have already bought Universe Sandbox?
Universe Sandbox will be available on both iOS and Android devices. Minimum device requirements have not been finalized yet.
We still do not have a release date or official price for mobile, but we do plan on it being a one-time paid app with no ads or in-app purchases. The desktop and the mobile versions will be sold on separate stores and will be separate purchases. If you want Universe Sandbox on your mobile device you will need to purchase from the mobile store, even if you already own Universe Sandbox on desktop.
10. Are we still working on Smoothed-particle Hydrodynamics (SPH)?
We have shifted our focus on fixing problems and bugs with the fundamental systems and simulation before resuming work on awesome new features like SPH. That said, we still want to do SPH, but are actively working on improvements to the current collision system that we discussed in the Roadmap.