[URL="http://en.spaceengine.org/forum/21-881-13539-16-1350797677"]New dust texture for galaxies, holy shit![/URL]
[quote=SpaceEngineer]
Using Solaris's textures for dust sprites, I've upgraded galaxy rendering. Now galaxies using texture atlas with 8 tiles - 2 for emission sprites (glow) and 6 for absorption sprites (dust). I also made some optimization, reduce sprite vertex size twice, so now models of galaxies are almost twice less in disk space size. However, galaxy models should be upgraded: reduced dust sprites size, making them more concentrate to galactic plane, increasing model resolution (i.e. number of dust sprites), and making them follow inner edge of spiral arms, as it can be visible on Hubble's photos.
Here the updated Milky Way. Amazing narrow details can be visible (first picture), but unfortunately skybox makes them blurry (second picture):
[thumb]http://spaceengine.ucoz.ru/_fr/8/8051305.jpg[/thumb]
[thumb]http://spaceengine.ucoz.ru/_fr/8/0929254.jpg[/thumb]
The only way to save sharpness of the Milky Way - is increasing resolution of skybox, but it will consume huge amount of video memory. For FullHD screen, it's resolution should be 1920*1920*6 = 22118400 pixels, and floating point RGBA pixel is 4*4 bytes, so skybox will consume 337.5 Mb. This is the cause why in 0.96 was used reduced resolution skybox, 33% of screen height, which for FullHD is just 360*360*6, or just 12 Mb. This is controlled by parameter TRSkyResolution in main.cfg.
The second screenshot above is made with TRSkyResolution 0.5 (i.e. skybox consumes 27Mb of VRAM). You may ask, why simply not using skybox? Well, take a look on FPS counter on the screenshots above. When skybox disabled, my PC gives only 17 FPS, while when skybox enabled, FPS is over 125. Transparence blending is very expensive operation, that's why galaxy renders so slowly, and that's why I should use skybox to improve performance. You still can disable skybox to take screenshots (even in 0.96, press Ctrl-M in the Debug Mode), but for normal interactive playing it should be enabled.
PS: view on Milky Way from Earth at dawn (again without and with skybox)
[thumb]http://spaceengine.ucoz.ru/_fr/8/5565736.jpg[/thumb]
[thumb]http://spaceengine.ucoz.ru/_fr/8/5435462.jpg[/thumb]
PPS: Trying to simulate reddening of light from background caused by absorption by dust particles. Not precise effect, some cheating (negative brightness of dust sprites instead of multiplying the background color on absorption color, as this done for planetary atmosphere).
[thumb]http://spaceengine.ucoz.ru/_fr/8/0105619.jpg[/thumb]
[/quote]
New pic.
[thumb]http://spaceengine.ucoz.ru/_fr/8/6775033.jpg[/thumb]
[QUOTE=Freak2121;38140465]New pic.
[thumb]http://spaceengine.ucoz.ru/_fr/8/6775033.jpg[/thumb][/QUOTE]
Hopefully the update will roll around soon for 0.97/0.96.3.
Might as well drag the changelog over so folks here and see what's coming out... [i]A lot of sweet features IMO[/i]
[quote]Changes and additions:
Changed mouse controls
The little loading icon instead of the progress bar
Context menu when you right-click on the object
The better function of the mass-radius dependence of the gas giants and brown dwarfs
Reduced the thickness of atmosphere on Earth-like planets
The height of the lanscape is counted from the sea level (negative values - under water)
The land command performs a landing on the height of 10 meters above sea level or ground
While capturing the video, GUI is visible on the screen, but not recorded to the video
Desaturation of the faint stars (simulating color sensitivity of the eye)
Velocity pointer in the Planetarium mode
Smooth stopping of the movement and rotation of the camera when you press the Z, X, or Num 5 in the Planetarium mode
Scrolling tables and sliders with the mouse wheel
[F1] opens the Universe Map for the selected system, [Ctrl]-[F1] for the current one
[F2] opens the Planetary System Browser for the selected system, [Ctrl]-[F2] for the current one
Built-in wiki system
Ability to give the name and description to every planet or other object
Descriptions supports some of the BB-codes
Shadows under a text
New console commands
Various upgrades in the Universe Map
HDR, Bloom and FXAA in the Solar System Browser previews
Bug fixes:
Console command "disable" now works
Fixed a bug with the nebula, shining through the planet
Fixed the accelerated spinning of the ship then time is reversed
Fixed glitchy star's Motion Blur
Fixed a bug with very small moons with atmospheres
Fixed camera autobinding
Fixed a bug with the equal mass of all brown dwarfs
Fixed a bug with wrong lens flare color at the edge of the screen
Fixed a bug with Earth fully covered with ocean
Fixed a bug with entering minutes and seconds in the time control panel
Fixed a bug with "intergalactic" mode of spaceships in certain regions of Milky Way
Fixed a bug with disappearing blocks of procedural stars in a galaxies
Fixed a bug with blinking planet when Autoexposure enabled
FXAA works then Bloom is disabled [/quote]
Pretty stoked for the Built-in Wiki system (however they decide to do it) and the atmospherics information; which will help my little Documentaries a heap- As right now i'm sort of winging it based on Colors/Temps/Pressures lol
Also, a context menu for right-clicking. [b][i]Fuck yes[/b][/i].
[URL="http://en.spaceengine.org/forum/21-1181-1"]Holy shit! Comets! They're so beautiful![/URL]
[quote=SpaceEngineer]I've been working a few weeks on implementing comet tails. They are is based on axis-aligned sprites, animated in vertex shader. This mean that sprite rendered as a long oval while viewing from the side, and as a round while viewing from the top (the same principle is used for stars motion blur). In SE I can't use iterative simulation for moving particles, so particles in comet tails are moved using formulas, that allowed to compute position of the particle at any moment of time. Rendering if thousands of transparent sprites is extremely big load for graphics card, so to increase performance, comets are rendered to impostors or low-res framebuffer - the same system is used for galaxies and nebulae.
Here the bunch of screenshots, I'll upload a short video showing animation of particles later.
View on comet Halley form Earth at dawn:
[thumb]http://spaceengine.ucoz.ru/_fr/11/9911697.jpg[/thumb]
View from space.
[thumb]http://spaceengine.ucoz.ru/_fr/11/9070806.jpg[/thumb]
View on the comet's core. When I implement volcanos (particle system for planetary surface needed), I'll add few geysers to the comet's core.
[thumb]http://spaceengine.ucoz.ru/_fr/11/0579405.jpg[/thumb]
A set of images showing change in comet's shape during it's orbital motion. Note the blue ion tail and few grey dust tails. Ions in ion tail are interacted with solar wind - it blows them away, so tail is always directed away from sun. Blue color is due to luminescence. Dust tail particles are accelerated by solar light pressure and Poynting–Robertson effect. Both this forces makes them lag behind the comet's core, so they tends to follow comet's orbit. Dust tail color is sun color, scattered on dust particles.
[thumb]http://spaceengine.ucoz.ru/_fr/11/0498649.jpg[/thumb]
[thumb]http://spaceengine.ucoz.ru/_fr/11/4279595.jpg[/thumb]
[thumb]http://spaceengine.ucoz.ru/_fr/11/4451992.jpg[/thumb]
A comet-rich procedural system. Note comet tails always directed out of sun.
[thumb]http://spaceengine.ucoz.ru/_fr/11/7231307.jpg[/thumb]
Orbits of comets in the same system. SE can't handle too much bodies for now, so I limited number of comets by few hundreds (number of asteroids is limited too).
[thumb]http://spaceengine.ucoz.ru/_fr/11/7554899.jpg[/thumb]
View from surface of some procedural planet with thin Mars-like atmosphere. On planets with thick atmospheres, comets are invisible at daytime, like stars and Milky Way.
[thumb]http://spaceengine.ucoz.ru/_fr/11/4946656.jpg[/thumb]
[/quote]
Evaporating planet atmospheres. [I][B]Holy fucking shit.[/B][/I]
[quote=SpaceEngineer]The comet tail system can be used to simulate evaporating planets. Here the procedural system with two very hot desert planets (with average temperatures of 2000K and 1500K). With this temperature they should lost their atmospheres, making a giant comet-like tails. Note powerful dust tails. Hot desert planets have melted surface, and their atmospheres is saturated with silicate vapor, that may condensate in a thin dust in the space. Also, powerful wind should blow dust from surface into high atmosphere, where it may be blown out with a escaping gas flow. The first planet of this system is a scorched selena that already lost its atmosphere (however, at 2000K its surface should melt and from a silicate vapor atmosphere, that will run out in space again).
Lens flares are disabled on this image.
[thumb]http://spaceengine.ucoz.ru/_fr/11/4353050.jpg[/thumb]
Views from one evaporating planet to another. There are some troubles with comet tails for now - they are rendered in background, so you can't see a haze effect around planet. A big work on planetary rendering system and overall engine should be done to achieve correct hazing effect.
[thumb]http://spaceengine.ucoz.ru/_fr/11/1625466.jpg[/thumb]
[thumb]http://spaceengine.ucoz.ru/_fr/11/1013492.jpg[/thumb]
And this is famous HD 209458 b evaporating hot gas ginat, also knows as Osiris. Note there almost no dust tail visible, because it is a gas giant, and it's atmosphere is made on hydrogen and helium. The color of ion tail should be adjusted to simulate actual gas luminescence spectrum.
[thumb]http://spaceengine.ucoz.ru/_fr/11/9639963.jpg[/thumb]
[/quote]
Space Engineer is a genius.
[QUOTE=Chernobyl426;38186159]Space Engineer is a genius.[/QUOTE]Crazy thing is that his programming knowledge is entirely self-taught. He's an astronomer and programming is his hobby.
I want his space babies.
Just got Space Engine today. I thought I ought to share some screenshots.
[QUOTE]
[IMG]http://niggaupload.com/images/md7Gc.jpg[/IMG]
[IMG]http://niggaupload.com/images/GnS7u.jpg[/IMG]
[IMG]http://niggaupload.com/images/C4wBt.jpg[/IMG]
[IMG]http://niggaupload.com/images/fIYJH.jpg[/IMG]
[IMG]http://niggaupload.com/images/jYlkC.jpg[/IMG]
[IMG]http://niggaupload.com/images/jqEYP.jpg[/IMG]
[IMG]http://niggaupload.com/images/MzDa.jpg[/IMG]
[/QUOTE]
Next to comets there are also Auroras coming too.
[thumb]http://spaceengine.ucoz.org/_fr/2/4659963.jpg[/thumb]
[thumb]http://spaceengine.ucoz.org/_fr/2/4226672.jpg[/thumb]
[thumb]http://spaceengine.ucoz.org/_fr/2/8114780.jpg[/thumb]
He says they're animated too
[url]http://en.spaceengine.org/forum/21-881-13892-16-1351484391[/url]
Jesus Christ that is awesome.
I really wish I could crash planets together
[QUOTE=Shadow Core;38235461]I really wish I could crash planets together[/QUOTE]
You should try Universe Sandbox then.
Is it normal to zoom out as far as possible, pick a random galaxy, then a random star and get earth?
[QUOTE=Te Great Skeeve;38241960]Is it normal to zoom out as far as possible, pick a random galaxy, then a random star and get earth?[/QUOTE]
You are the chosen one.
I'm currently chilling out orbiting earth... At least I think it's an orbit...
[editline]30th October 2012[/editline]
Yep, it's an orbit alright.
[editline]30th October 2012[/editline]
I looked away for five minutes and now I'm somewhere completely different
Thanks, gravity.
I think it's a good shot.
[QUOTE][IMG]http://niggaupload.com/images/TDlX8.jpg[/IMG][/QUOTE]
After that system I visited home.
[QUOTE][img]http://niggaupload.com/images/jOUqR.jpg[/img][/QUOTE]
I thought it would be fun to look at all of Jupiter's and Saturn's moons.
[QUOTE][IMG]http://niggaupload.com/images/F58s3.jpg[/IMG][/QUOTE]
[QUOTE][img]http://niggaupload.com/images/4QClj.jpg[/img][/QUOTE]
I can't see starships at all. I can see the marker on but not the actual ship. Does anyone know why?
Was just browsing the forum and I saw a neat mod for gas giants. It really improves the way they look.
[URL]http://en.spaceengine.org/forum/17-1193-1[/URL]
Apparently though they don't work on Nvidia as they appear black for me.
A bunch of images here [url]http://imgur.com/a/nW6d6[/url]
[QUOTE=E7Fan;38244070]Was just browsing the forum and I saw a neat mod for gas giants. It really improves the way they look.
[URL]http://en.spaceengine.org/forum/17-1193-1[/URL]
Apparently though they don't work on Nvidia as they appear black for me.
A bunch of images here [url]http://imgur.com/a/nW6d6[/url][/QUOTE]
It should work fine on ATI and nVidia, however there's this on the OP:
You may need to manually edit the "noiseOctaves = 99.9; " if your gas giants come up as a solid color. I have no idea what numbers would work best for your PC
So you could have the issue of it being a solid "black" color :v:
[QUOTE=DEG_fan;38243903]
I can't see starships at all. I can see the marker on but not the actual ship. Does anyone know why?[/QUOTE]
If you're out in [i]Deep Space[/i] there is a bug currently which causes them to render invisible. I believe somewhere on the SE forums SpaceEngineer stated this would be fixed in the next release.
If they're just generally invisible, I have no clue. Might as well check the forums then
[QUOTE=Keys;38251649]If you're out in [i]Deep Space[/i] there is a bug currently which causes them to render invisible. I believe somewhere on the SE forums SpaceEngineer stated this would be fixed in the next release.
If they're just generally invisible, I have no clue. Might as well check the forums then[/QUOTE]
You have to un-pause the game for them to initially spawn as well.
I wish the computers we have now could simulate some pretty heavy physics.
I want to see this binary pair get closer over time and collide, god damn it.
[thumb]https://dl.dropbox.com/u/32146097/scr00388.png[/thumb]
Also, some extras.
[thumb]https://dl.dropbox.com/u/32146097/scr00386.png[/thumb]
[thumb]https://dl.dropbox.com/u/32146097/scr00384.png[/thumb]
[thumb]https://dl.dropbox.com/u/32146097/scr00383.png[/thumb]
[thumb]https://dl.dropbox.com/u/32146097/scr00374.png[/thumb]
[thumb]https://dl.dropbox.com/u/32146097/scr00373.png[/thumb]
[thumb]https://dl.dropbox.com/u/32146097/scr00372.png[/thumb]
Star Trek ships were posted.
[quote]This pack includes
Borg Cube with 2 variant textures
Voyager
Delta Flyer (no logos due to mirror image textures)
TOS Enterprise
Enterprise D
Enterprise E
Enterprise F
Defiant
NX-01 Enterprise
Doomsday Machine
[thumb]http://pelpix.info/drawesome/var/albums/fleet.png[/thumb][/quote]
[url]http://en.spaceengine.org/forum/17-1224-1[/url]
The download link is on the page just click Picard.
Hmm, I hope he asked permission of the original model authors before doing this. Some BC model authors require you ask permission before porting.
Shores that don't look like shit! Hurray!
[quote=SpaceEngineer]
Fixed color banding artifact on landscape and especially on water. Normal-and-height textures now stores more precise height and less precise normals, but changes in lighting is not noticeable.
Before and after:
[thumb]http://u.to/p9GDAg[/thumb]
[thumb]http://u.to/pNGDAg[/thumb]
[thumb]http://u.to/ptGDAg[/thumb]
[thumb]http://u.to/pdGDAg[/thumb]
[/quote]
My life is complete, thanks to these new updates.
When i tried this damn game, i couldn't move around whatsoever... I was fucking stuck!
Could someone point me towards some directions on how to move around??
[QUOTE=lekkimsm;38406659]When i tried this damn game, i couldn't move around whatsoever... I was fucking stuck!
Could someone point me towards some directions on how to move around??[/QUOTE]
Use the scroll wheel to increase your speed (it's displayed in the bottom left corner) then use WASD and the mouse to move around.
You'll need about 0.5AU to make you move quickly through planets and if you want to get to a star you'll want to increase the speed up to 1pc.
Or just click on the object you want to go to and press G or G twice for a quick travel.
Search for M 87
Press and hold G
Press T and lock to it
Now just hold W and scroll up and let me know if your pc didn't explode.
[QUOTE=nVidia;38407912]Search for M 87
Press and hold G
Press T and lock to it
Now just hold W and scroll up and let me know if your pc didn't explode.[/QUOTE]
It didn't.
Sorry, you need to Log In to post a reply to this thread.