The port is finally taking shape and here are some of the features I've been working on:
Physics engine integration
One of the reasons that development is taking longer than anticipated is that I've decided to use JME3's integrated BulletPhysics engine. Now every rotation and movement is done using forces and makes the game much more lifelike and enjoyable. Not to mention epic collisions.
If for some reason the gfycat video doesn't work here are some photos:
You can also collide with free floating particles and other ships, but that won't detach any blocks from your ship.
Node Attachment System or N.A.S.
Remember how hard it was to assemble a ship in the old JavaFX version? Well the new TerraTech inspired system of attachment nodes improves and simplifies the construction immensely. Now all you have to do is grab any floating or attached block and slap it onto your ship which allows for precise and fast building experience.
The old way of using a file manager for selecting a ship to load and save is slow and cubersome so I've given the feature the lenghty overhaul it needed. Now the ships you make are saved into a foler that generates inside the game launch directory. You can put your old ships there and load them just fine.
The loading system is what you'd expect: the game scans the generated "savedships" folder and lists all .shp files that it can find and makes them ready to load on a moment's notice. You can also delete unwanted ships right from the loading screen.
The file format is still .shp but the structure of the savefile is a bit improved but it won't be compatible with JavaFX versions of the game. The new version contains a converter for old files so it can load any saved .shp file from any version that has ever been published.
Procedural Solar Systems
This is a thing that I wanted to include from the beginning and it's finally taking shape. Here you can see a WIP shot of the sector map which shows locations of all generated solar systems to which you can travel to. Still needs a ton of work and a way to hiperjump to other sectors.
The systems are somewhat random, containing multiple planets - gas giants, rocky and habitable planets, all of them can either have rings or not.
These new planets also have moving clouds in a transparent atmosphere that is layered on top of the ground texture. One thing that is still to come is procedural planet coloring so no two planets would be the same.
Now we have propper smoke-looking particle effects for engines. Explosions, lasers and other effects are still in the works so no pictures yet.
The basic outline of the game is here but a lot of things are still missing and will be added in the following months. Another thing that I haven't shown here are shadow shaders which I am working on but still havent fully figured out; the final version should contain those too.
This is of course still very WIP and much of it needs polish and testing. You should expect a techdemo on the download part of the site in the next 3 or so weeks.