BCMM

Dec 01, 2024

BCMM Huge Ship Battles

As I've mentioned in previous articles, BC is a very old game. It uses an old game engine called NetImmerse and runs on a single core. That cannot be changed. Without any optimizations or tweaks, you cannot achieve ship battles larger than 30–40 ships on an average computer without the game turning into a PowerPoint presentation.

You might ask yourself, "What if I get a better GPU or CPU? Will that help?" Not in the slightest.

What is the bottleneck, and can anything be done about it?

  1. It's the AI
  2. It's the modern hardware

And as you can see …

Author: Mario  ·  posted at 19:30  ·   ·  BCMM  performance  huge  ship  battles

Nov 28, 2024

Blackrook32: A new Frontier

Well basically, it was to help out an old friend, Lurok91. 

I always admired Lurok's work and was asked to take up developing BCMM. I thought his work deserved to be brought out and developed to its fullest potential. Before this time. I was in contact with many retired modders who were either lurking or keeping tabs on the BC Community. I've always kept mods given to me to evaluate. I had Lurok's original "unadulterated" BCMM works from 2012 and 2017.

I've always had a "vision" for modded BC, pushing the game beyond its original parameters. Looking towards my favorite …

Author: Blackrook32  ·  posted at 00:37  ·   ·  BCMM  team  intro

Nov 21, 2024

BCMM November 2024 Progress Report

It hasn't been a quiet month, though the other team members are working diligently behind the scenes. Cordy has made some truly remarkable things; hopefully they can be revealed soon. Sadly, we haven't started the new campaign yet as we're working on accumulated reported issues and new features we want to introduce in the current build(s).

As for me, what I've done: Lots of small fixes behind the scenes.

Things to note from me:

  • The BC screenshots functionality has been replaced with a new one that produces PNGs
  • Added semver module (this is more for modders)
  • Bypass some limitations …
Author: Mario  ·  posted at 22:01  ·   ·  BCMM  report

Oct 26, 2024

BCMM October 2024 Progress Report

We got back from our extended summer break and time to show what we've been doing.

Our cordanilus has been doing some awesome innovative progress with new graphics and effects.

Other team members have been doing a lot of things behind the scenes (you'll see when it's ready).

As for myself, another performance preview.

Author: Mario  ·  posted at 19:35  ·   ·  BCMM  report

Oct 15, 2024

Jul 12, 2024

Simulated Universe Intro

If you read regularly and have seen some of my blog posts or Discord messages, you will notice I've frequently mentioned the concept of a "Simulated Universe".

I've recently released a simple video showcasing nothing out of the ordinary:

This is all but ordinary. The mission itself and parameters were generated using a local large language model (LLM), passed onto the Bridge Commander (BC) via IPC, then dynamically inserted into the game. This alone isn't extraordinary either. But let's ask ourselves the question, "What am I getting at here?"

What is the point?

My ideal version of a BC game …

May 03, 2024

Apr 28, 2024

BCMM Voice Commands Intro

Yes, BC has a voice command profile already, which is old. And yes, it's possible to hack a way to send keystrokes via "user32.dll" and an external speech API to have voice command support.

What's the big deal?

  1. The BC voice command profile is very old and probably obsolete.
  2. Having an external application does offer limited support, where you can only support actions that have keybindings.

So what then?

Enter the IPC support, which we demonstrated and wrote about here.

Here's the demo in action.

What is different?

This directly talks to the game and passes on messages. With …

Author: Mario  ·  posted at 20:55  ·   ·  BCMM  ipc  voice  commands

Apr 28, 2024

Apr 02, 2024

BCMM IPC Intro

What is IPC?

IPC stands for inter-process communication. There are many uses and techniques for how one can go about doing IPC. But in short, it allows two separate processes to communicate with each other and exchange data. 

For example, we can have one process let another process know that an event has occurred. There are many ways one can go about exchanging data between each other:

  • Pipes
  • Sockets
  • Signals
  • Shared memory

And more.

What's this got to do with BC?

BC in multiplayer does have a way to communicate with other players, depending on how you look at it …

Author: Mario  ·  posted at 05:07  ·   ·  BCMM  ipc
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