minimum requirements with default settings and 1920x1080 resolution
- an x64 CPU and a 64-bit Windows with at least DirectX 11
- an i5-4430 performance class CPU
- 1024 MB RAM
- 207 MB storage space
- a GeForce GTX 1060 performance class GPU
recommended requirements with default settings and 1920x1080 resolution
- same as minimum requirements except now:
- an i7-7700K performance class CPU
- a GeForce GTX 1070 performance class GPU
- a joystick having thrust and yaw control
- Graphics Quality: position in list: top: low quality, low hardware demands; bottom: high quality, high hardware demands (mostly GPU)
most bottom is default
- landscape setting: 5 is default size. 6 already is demanding. 1 is minimum. 15 is very demanding. (GPU demands scale by the entire range, CPU demands scale from 6 upwards and have a minimum on average around 3 due to number of trees visible.) After change, clouds take time to fill the sky. While their generation isn't complete slider is disabled and frame rate might be unusually low.
- disable elastic camera: makes camera statically fixed, improves performance on weak CPUs
- number of dandelions: a high number of dandelions requires a strong CPU only when all their seeds are in the air (around one location)
- open menu
- left mouse button click (with menu not open)
- toggle grass density to alternative value (small density values increase performance)
- toggle let camera rotate around b
- toggle land on below place and stick to it
- halt when moving only due to inertia
- toggle slow down time to a halt
assignable controls and their default value
- increase flight speed (accel)
- slow down flight speed (brake)
- turn left
- turn right
- fly up
- fly down
- left shift
- roll left
- roll right
- move wings to forward flight direction
- move wings to upward flight direction
- heli +/-
Note: utilizes joystick 1 of Windows. The preferred joystick might have to be set as default within Windows game controller settings.
- some custom mp3 s don't play (due to large values in one of duration / bitrate / filesize)
- sometimes, after having switched resolution, the game doesn't initialize. Alt+Tab ing to Windows Desktop and back to game initializes it then. The menu might not accept input then. In this case, press ESCAPE to play without configuration. A Windows restart cures this issue.
Note: no collisions is on purpose.
after 6th update
see Steam! :)
since fifth update
updated game engine, improves framerate
reduced distance in which leafs wobble, improves framerate
music fades smoother towards the edges
removed display of onopening values for checkboxes in menu
space visibility based on distance from meadow instead of distance from moon
moon closer to meadow again
"m" orientation change different, takes 1 more second
slider for grass density reduction at distance, improves framerate if gpu is limiting, 3 is highest reduction
dust stream between moon and meadow
some trees, dandelions not planted on ground after landscape size change
sun always drawn behind matter
landscape (and weather cell) creation does take long after landscape size increase, when ladybugs fly toward a goal again, creation is complete
this is a Unity 2017 build
since fourth update
moon more distant
moon not always at center of beyond where the sun rises
moon lit by sun
moon, sun rotating
blue stars now little galaxies
blue, red stars size, density decreased
red, yellow stars twinkling increased
"m" key travelling speed increased
crickets, cascades now positioned
spatial audio enabled for crickets, cascades and wind
sky covers meadow fully even at edge/2 length 15
moon lighting affected by day-night-cycle of meadow
since 3rd update
Note: storage space requirement is now 210 MB !
let horizon not have a hole at large distances
when pressing "p" to land and nothing to land on, leave landing mode
make the low precision ground collider not landable
landing from high altitude make camera not stutter, the fix might make itself observable by a slightly different camera dynamic, probably mostly at low frame rates
weather cell creation is spread over frames now. This helps framerate be higher on landscape generation -- initially it is low -- but generation takes longer to complete
look into landing direction
non-assignable letter "u" to b at the starting position again
non-assignable letter "m" to attempt to land on a moon beyond where the sun rises
non-assignable letter "k" to toggle moon collider
audio now derived from high-resolution sources
sky appears to not cover landscapes ~ > 10 edge/2 length when at their corners/edges
moon not lit by sun
new 3rd party assets:
Shockwave-Sound: Active (Set of 4 music loops), Invoice Nr.: 215647; Forgive Forget (Full track), Our World (Full track), Invoice Nr.: 215650;
new 3rd party libraries, from Unity Asset Store:
Sun Surface Shader
Dynamic Starry Sky
Note: update #3 version is now available from the branch selection on the BETAS tab of the game properties
since second update
options for ladybugs blowing dandelion (seeds), the first of these options is the default now. At around 70 dandelions this takes up the CPU usage freed in the first update.
since first update
leaf grow duration shorter
Improvement, changes, fixes and feature
CPU usage reduced by up to around 30 %:
not letting parts of trees wobble which wasn't noticed reduces CPU usage by up to around 20% when wobbling trees are and particularly the central big tree is wobbling in view,
disabling colliders until they are needed (press letter "p" on your keyboard to toggle landing) or replacing them by an approximative variant reduces CPU usage by around 10% (; during early development leaving full precision colliders enabled resulted in no noticed CPU usage difference).
this can result in frame rate improvement and be unfortunately noticeable as medium range frame rate fluctuation
small trees leafs wobbling range slightly increased
small trees leafs size slightly reduced
central big tree leafs size slightly enlarged
small trees now grow first after having been seeded
wobbling now begins only after leafs have grown
ladybugs growing in size due to sitting on a growing leaf after landscape size change fixed, they now wait for the leafs to have grown
mp3 s appear to have no limitation anymore after update of 3rd party library
flying ladybugs air stream can now blow away still rooted dandelion seeds
sometimes after having changed landscape size some newly seeded trees or dandelions were observed to not have been planted in the ground
The original released version is available from the branch selection on the BETAS tab in Steams game properties (right click on game name in library and select "properties"). The name "BETAS" is only Steams original intention, its branch selection feature is here utilised to make previous versions available.
since media creation
the landscape turning dark for around half a second after sun set and moon rises is fixed, midday peak brightness slightly reduced, morning and evening brightness reduced, night brightness slightly reduced, fog closer in morning and evening, game name logo replaced game name text in menu
this is a play as you desire game.
flight experience: a newly created undulating meadow in spring / summer with a central big tree and day-night-cycle on every start is the playground of b -- a bumblebee of subgenus gaudium formosum, recognizable by their cheeky :p.
- Shockwave-Sound.com: Days In the Sun (Full track), From Night to Dawn (60-secs version) (Invoice Nr.: 212765), LYN074: Nature & Environments Set 3, LYN152: Ambient Environments (Invoice Nr.: 212869)
Third-Party libraries, all from Unity Asset Store
- DirectX 11 Grass Shader
- Simple SSAO
- Azure[Sky] Dynamic Skybox
- Unity UI: OxOD Open/Save File Dialog System
- uAudio: Mp3 Player/Streamer
- NPR Oil Paint Effect
August 2013 (this is right :) ), in that month
Intending to create a racing game simulating the forces on the driver visually, very quickly realizing also correctly simulating a 4 tyre based vehicles path due to input, itself and surrounding is difficult, the vehicle was chosen to be a hovercraft having movement characteristics which were to be as developed.
Hovercraft modelling was done vertice by vertice. The driver was a 3rd party asset whose pose is freely configurable. The steering wheel was also modelled.
Environment was intended to be like in a green valley and as such having grass was a must. The grass was to be truly modelled polygons. Performance of randomly placed, statically modelled grass at a realistic density has even today a GeForce GTX 1070 rendering the scene below 1 fps. Game engine Unity s terrain has been given a try.
September 2016, in that month
Revisiting the idea of a flight based game above a grass landscape but this time it being wanted to be straight-forward performant and made from Game engine Unity built-in features, effort was made to model a nice landscape with Unity terrain sophisticatedally. A beautifully looking hardware accelerated shader for grass was found on Unity Asset store and it added to the scene. The plane was made from Unity built-in geometric primitives, fully animated and Unity built-in shaders nicely configured. The physics, particularly air friction, although estimated realistically simply implemented proved to be difficult, particularly in conjunction with gravity and the plane possibly moving at unrecovarable speeds when loosing lift and thus having a player loose fun with realistic-aimed for physics.
November 2016, in that month
Creating a tree generation algorithm for having a tree visualised on a private webpage. The visualisation was done by elementary webpage elements stylewise transformed to look appropriately. The leaf is a background image of an elementary webpage element. The image created for this leaf is exactly the one still growing from the trees b flies around today, as is the tree generation algorithm used but now implemented in a language more closely to hardware than found behind webpages and using hardly changed low-polygon count having geometric primitives from SketchUp as its branch parts. At the size of the tree on the webpage as shown on the image, the webpage animates almost smoothly on current as of writing this mid to high-end desktop hardware but only the leafs on the branch tips may animate to keep it so.
February 2017, a weekend in that month
Deciding to implement the tree generation algorithm in Unity for having more beautiful environment eye-candy assets at hand for the flight game being pondered to resume development on. Adding a statically rotating scene visualising the tree and making the light follow a day and night cycle.
February 2017, in the latter half
Realising the tree scene can be interactive on hardware and forgoing the addition of artificial objects the idea of b sprung to mind. Utilizing the method of using geometric primitives and pushing realistic movement based on input aside, straightforward controls allowing complete free 3D space movement were written. Those are b s code for following input today.
March 2017, in that month
Many exhibits were added to the interactive experience b to make this worthwhile, from hilly mesh deformation over flower textures to the 3rd party grass shader as found for the plane game used to a weather cycle and eye-candy as light at night by objects deemed fireflies, documented on video in this YouTube playlist.
b is greenlit and polish, and sophisticated code examination which always has been taken place, was performed on top of updates from authors to their 3rd party libraries used making and allowing for b to be hopefully visually more appealing than ever.