For those still following the updates from Chronicles of Elyria, a new dev blog was posted earlier this week, showing off the work being done to the backend of the MMO (and Kingdom simulator).
The incredibly technical dev blog by Jeromy «Caspian» Walsh was released earlier this week and goes into detail about the work that has been done so far (with many a visual aid). The post goes into detail the work being done on the Spatial Partitioning System, something he went into detail a bit with last month's blog post explaining the need for building it out. Effectively it's a system in the backend that runs checks on things such as collisions, proximity checks and more.
Since this post went live, Walsh has posted an update on Discord stating that work on Aura, which is part of the Spatial Partitioning Service, has been completed.
The post shows a ton of visual aids to, in the words of last month's blogpost, show that «work is progressing.» The blogpost also shows work on a new visualizer that Walsh is building for Elyria, despite there being many visualizers out there in the wild. The videos showcasing the work on the Spatial Partitioning System were made using this visualizer.
The reasoning behind this is in part because visualizers from Unity or Unreal Engine are licensed, while the «Soulborn Engine is client agnostic.» Eventually it seems the goal is to be able to license out the Soulborn Engine itself to other developers without the need to develop a separate viewer for either Unity or Unreal.
He also explains that his own viewer allows for control over the client, with Walsh claiming that this visualizer is «more peformant, engine-agnostic,» and «here to stay.»
However, obviously many those who have poured money into this
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