BCMM

Apr 24, 2025

BCMM FAQ

Q: Where did BCMM originate from?
A: BCMM was originally conceptualized by bridge modder Lurok91 back in 2011. His vision laid the groundwork for what would eventually become the foundation of this project.
You can read his original post here to see how the idea began.

Q: What is BCMM trying to accomplish?
A: To modernize Bridge Commander for the 21st century — not just with visuals, but with architecture, systems, and gameplay depth.

Q: Who are the BCMM developers?
A: Adonis, Blackrook32, Cordanilus, Darkthunder, Jb06, Lurok91, and Mario.

Q: What sets BCMM apart from other mods?
A: A tight-knit group …

Authors: cordanilus  ·  Mario  ·  posted at 22:30  ·   ·  BCMM  faq

Apr 20, 2025

BCMM April 2025 Progress Report

What's New?

This month, our focus has shifted from raw performance to exploring new frontiers within Bridge Commander. And when we say new frontiers, we mean pushing the game's boundaries in ways few thought possible.

Romulan Campaign Development Begins

After a long pause, development on the Romulan campaign is finally underway again. Several missions have already been completed, though only three have been revealed publicly so far. You can check out teasers below:

NIF Format Experiments

Cordanilus has been experimenting extensively with the NIF format, achieving groundbreaking visual effects. Check out the results here:

These efforts have resulted in stunning …

Authors: cordanilus  ·  Mario  ·  posted at 20:40  ·   ·  BCMM  report

Mar 15, 2025

BCMM March 2025 Progress Report

Progress Report: Pushing BC’s Limits

It’s been a while since our last update—since November, in fact! Life has been hectic, but we’re officially moving forward with the Romulan campaign. Expect update videos in the coming months as we make progress.

On the backend, I’ve been focused on performance upgrades for BC whenever time allowed. Meanwhile, Blackrook and Cordanilus have been working on their own (somewhat secret) projects. One notable task Blackrook is tackling is AI voice casting for the Romulan campaign, building on the experience gained from the Klingon campaign.

Performance Overhaul: The Road So …

Author: Mario  ·  posted at 16:50  ·   ·  BCMM  report

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 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

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

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