<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en"><generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator><link href="https://frutiverse.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://frutiverse.com/" rel="alternate" type="text/html" hreflang="en" /><updated>2026-04-29T14:50:35+00:00</updated><id>https://frutiverse.com/feed.xml</id><title type="html">Frutiverse</title><subtitle>Frutiverse is an in-development space game about sentient fruit, fully destructible environments, simulated orbital dynamics, ship combat, trading, and seamless transitions from space to planet surfaces.</subtitle><author><name>FiercePears</name></author><entry><title type="html">Fireflies</title><link href="https://frutiverse.com/2026/04/28/fireflies/" rel="alternate" type="text/html" title="Fireflies" /><published>2026-04-28T00:00:00+00:00</published><updated>2026-04-28T00:00:00+00:00</updated><id>https://frutiverse.com/2026/04/28/fireflies</id><content type="html" xml:base="https://frutiverse.com/2026/04/28/fireflies/"><![CDATA[<p>For a long time, I had a problem with the stability of asteroid orbits in long-running simulations. I wanted an in-game solution for this instead of simply correcting it on the backend, so I created fireflies. These creatures roam around the system and move asteroids that have drifted away from their designated orbits.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[For a long time, I had a problem with the stability of asteroid orbits in long-running simulations. I wanted an in-game solution for this instead of simply correcting it on the backend, so I created fireflies. These creatures roam around the system and move asteroids that have drifted away from their designated orbits.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Debris shadows</title><link href="https://frutiverse.com/2026/04/28/shadows/" rel="alternate" type="text/html" title="Debris shadows" /><published>2026-04-28T00:00:00+00:00</published><updated>2026-04-28T00:00:00+00:00</updated><id>https://frutiverse.com/2026/04/28/shadows</id><content type="html" xml:base="https://frutiverse.com/2026/04/28/shadows/"><![CDATA[<p>I wanted to add more depth to my universe, so I added simple shadows to the debris renderer.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[I wanted to add more depth to my universe, so I added simple shadows to the debris renderer.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Performance Improvements</title><link href="https://frutiverse.com/2026/04/25/performance-improvements/" rel="alternate" type="text/html" title="Performance Improvements" /><published>2026-04-25T00:00:00+00:00</published><updated>2026-04-25T00:00:00+00:00</updated><id>https://frutiverse.com/2026/04/25/performance-improvements</id><content type="html" xml:base="https://frutiverse.com/2026/04/25/performance-improvements/"><![CDATA[<p>I had to spend some time dealing with the performance of a long-running simulation. The biggest issue was that long-term mining in the system created very complex asteroids that were heavy to simulate. Therefore, I introduced a simplified form of debris. When nothing is too close, I switch to this simplified form. This really lightens the load on the physics engine. Now I can have a solar system with thousands of asteroids without any problems.</p>

<p>Another problem was a bug in Sticker behavior. These little creatures did not avoid the Sun, so they eventually ended up inside it. That caused a massive spike in collisions and really choked the physics engine. The fix was quite simple: improve their avoidance and also let them burn like everything else.</p>

<!--more-->]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[I had to spend some time dealing with the performance of a long-running simulation. The biggest issue was that long-term mining in the system created very complex asteroids that were heavy to simulate. Therefore, I introduced a simplified form of debris. When nothing is too close, I switch to this simplified form. This really lightens the load on the physics engine. Now I can have a solar system with thousands of asteroids without any problems.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Asteroid hit the Star</title><link href="https://frutiverse.com/2026/04/20/asteroid-star-hit/" rel="alternate" type="text/html" title="Asteroid hit the Star" /><published>2026-04-20T00:00:00+00:00</published><updated>2026-04-20T00:00:00+00:00</updated><id>https://frutiverse.com/2026/04/20/asteroid-star-hit</id><content type="html" xml:base="https://frutiverse.com/2026/04/20/asteroid-star-hit/"><![CDATA[<p>After some time, I returned to development. I mainly focused on improving AI, the economy, and performance. And of course, I also had some fun with the physics engine along the way.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[Return-to-development update focused on AI, the economy, performance, and physics experiments.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Clouds generator</title><link href="https://frutiverse.com/2025/05/01/clouds/" rel="alternate" type="text/html" title="Clouds generator" /><published>2025-05-01T00:00:00+00:00</published><updated>2025-05-01T00:00:00+00:00</updated><id>https://frutiverse.com/2025/05/01/clouds</id><content type="html" xml:base="https://frutiverse.com/2025/05/01/clouds/"><![CDATA[<p>It took me longer than I want to admit, but I now have the first version of the Clouds generator. It even handles animation for spawning and despawning.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[First version of the clouds generator with animated spawning and despawning.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Harpoon</title><link href="https://frutiverse.com/2025/04/29/harpoon/" rel="alternate" type="text/html" title="Harpoon" /><published>2025-04-29T00:00:00+00:00</published><updated>2025-04-29T00:00:00+00:00</updated><id>https://frutiverse.com/2025/04/29/harpoon</id><content type="html" xml:base="https://frutiverse.com/2025/04/29/harpoon/"><![CDATA[<p>I had some fun with Box2D and implemented a grappling hook. It was quite a challenge to make the physics reasonably stable. The rope is composed of multiple small segments held together by distance joints.
The rope can also break if it is overstretched or hit by bullets.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[A grappling hook devlog covering rope physics, distance joints, and breakage under stress.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Improved Sun</title><link href="https://frutiverse.com/2025/04/29/improved-sun/" rel="alternate" type="text/html" title="Improved Sun" /><published>2025-04-29T00:00:00+00:00</published><updated>2025-04-29T00:00:00+00:00</updated><id>https://frutiverse.com/2025/04/29/improved-sun</id><content type="html" xml:base="https://frutiverse.com/2025/04/29/improved-sun/"><![CDATA[<p>I improved the Sun’s corona graphics. Now the ambient light has a greater reach. Also, all objects receive heat damage when they get too close.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[Improved sun corona graphics, stronger ambient light, and heat damage near the star.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Sun physic and visuals</title><link href="https://frutiverse.com/2025/04/16/sun-physic/" rel="alternate" type="text/html" title="Sun physic and visuals" /><published>2025-04-16T00:00:00+00:00</published><updated>2025-04-16T00:00:00+00:00</updated><id>https://frutiverse.com/2025/04/16/sun-physic</id><content type="html" xml:base="https://frutiverse.com/2025/04/16/sun-physic/"><![CDATA[<p>I had to take a break from AI, so I improved the sun’s physics and visuals. Of course, entering the sun’s corona will cause some damage in the future.
The sun is composed of multiple connected boxes and a circular core. Then, a force is applied to each box to keep it at the desired distance.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[Sun physics and visuals with corona damage, connected boxes, and a circular core.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Mining and Trading behavior</title><link href="https://frutiverse.com/2025/04/12/mining-trading/" rel="alternate" type="text/html" title="Mining and Trading behavior" /><published>2025-04-12T00:00:00+00:00</published><updated>2025-04-12T00:00:00+00:00</updated><id>https://frutiverse.com/2025/04/12/mining-trading</id><content type="html" xml:base="https://frutiverse.com/2025/04/12/mining-trading/"><![CDATA[<p>I’m bringing life to my solar system. I have the first version of mining and trading behavior implemented. There’s still a lot of work ahead.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[First version of mining and trading behavior that brings more life to the solar system.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Solar System editor</title><link href="https://frutiverse.com/2025/04/08/system-editor/" rel="alternate" type="text/html" title="Solar System editor" /><published>2025-04-08T00:00:00+00:00</published><updated>2025-04-08T00:00:00+00:00</updated><id>https://frutiverse.com/2025/04/08/system-editor</id><content type="html" xml:base="https://frutiverse.com/2025/04/08/system-editor/"><![CDATA[<p>I am putting together a Solar System editor. It’s fascinating to see how a simple implementation of gravitational forces can create interesting effects, like a planet stealing a planetary belt from another planet.</p>

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<p>Also I did some testing, and with my setup, I can really push #Box2D beyond its limits. Even at distances greater than 40km from center, my simulation still holds together. Naturally, I don’t need my system to be that big because it would be too empty.</p>]]></content><author><name>FiercePears</name></author><category term="devlog" /><summary type="html"><![CDATA[A Frutiverse devlog about the solar system editor, gravity experiments, and large-scale Box2D simulation.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://frutiverse.com/favicon/android-icon-192x192.png" /><media:content medium="image" url="https://frutiverse.com/favicon/android-icon-192x192.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry></feed>