Work progress - 0.9.8.1
|
|
Duke | Date: Monday, 10.10.2016, 21:54 | Message # 166 |
Space Pilot
Group: SE team
Antarctica
Messages: 88
Status: Offline
| I will try to answer some questions about nebulae. Supernovae really will expand and dissipate over time. Similarly itself in this regard will lead a catalog and procedural supernovae. Also I hope it will be possible to adapt the previous texture mods for this method. In close range nebulae looks like this:
Still need a lot of work to optimize and improve this method, as well as the addition of new types of space objects.
|
|
| |
DeathStar | Date: Monday, 10.10.2016, 22:10 | Message # 167 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| My God.... I actually have a hard time grasping that something like this will be in SE fairly soon. It looks so... real and beautiful? Some of these pictures legitimately look like hand-drawn wallpapers. And I never expected SNR expansion to be implemented this soon during development.
Really, fantastic work, SpaceEngineer and Duke! I have a feeling this will be one of the most watershed updates to the engine graphics-wise for some time.
EDIT: I'm a bit curious - how substantial is the performance hit currently?
Edited by DeathStar - Monday, 10.10.2016, 22:14 |
|
| |
spacer | Date: Monday, 10.10.2016, 22:33 | Message # 168 |
Star Engineer
Group: Users
Israel
Messages: 1258
Status: Offline
| Duke, duke its awesome! i think doc showed me some of your work in shadertoy!
"we began as wanderers, and we are wanderers still" -carl sagan
-space engine photographer
Edited by spacer - Monday, 10.10.2016, 22:33 |
|
| |
Duke | Date: Monday, 10.10.2016, 22:38 | Message # 169 |
Space Pilot
Group: SE team
Antarctica
Messages: 88
Status: Offline
| Quote DeathStar ( ) EDIT: I'm a bit curious - how substantial is the performance hit currently? You can check performance for example on this Shadertoy shader. For now SE implementation is close to it but I hope it will be improved.
|
|
| |
Thomas988 | Date: Tuesday, 11.10.2016, 00:19 | Message # 170 |
Space Pilot
Group: Users
United States
Messages: 125
Status: Offline
| Wow! Absolutely fantastic work, the both of you!
All you need in life are space games and typhlosions.
|
|
| |
FaceDeer | Date: Tuesday, 11.10.2016, 00:26 | Message # 171 |
Space Pilot
Group: Users
Canada
Messages: 117
Status: Offline
| Quote SpaceEngineer ( ) I am also working on advanced scripting system, which will be used to create the in-game tutorial.
Ooh. One of my long-term dreams has been some sort of "screensaver mode" in which Space Engine continuously and automatically "explores" space, moving the camera from planet to planet and system to system. Will there be scripting commands to support something like this? Even a simple "target Xth nearest moon/planet/star/system" would probably suffice for an ever-changing vista, with the rest of the camera movement pre-scripted once a target was locked in.
Quote SpaceEngineer ( ) yes supernova remnant is animated
The stasis of the stars begins to thaw. Will light speed delay be taken into account for the timing of the expansion of supernova remnants?
Edited by FaceDeer - Tuesday, 11.10.2016, 00:26 |
|
| |
tRetro-Visor | Date: Tuesday, 11.10.2016, 01:21 | Message # 172 |
Space Tourist
Group: Users
Chile
Messages: 28
Status: Offline
| Duke, sweet jesus that looks gorgeous. Fantastic work
http://tretro-visor.blogspot.cl/
|
|
| |
Hornblower | Date: Tuesday, 11.10.2016, 01:22 | Message # 173 |
World Builder
Group: Users
United States
Messages: 714
Status: Offline
| Will these finally create light from outside a parent star?
|
|
| |
spacer | Date: Tuesday, 11.10.2016, 02:06 | Message # 174 |
Star Engineer
Group: Users
Israel
Messages: 1258
Status: Offline
| Duke, SpaceEngineer, what about the non procedural nebulas? will they stay as they are now or you will be able to make them with duke shaders?
"we began as wanderers, and we are wanderers still" -carl sagan
-space engine photographer
|
|
| |
Salvo | Date: Tuesday, 11.10.2016, 06:40 | Message # 175 |
Star Engineer
Group: Local Moderators
Italy
Messages: 1400
Status: Offline
| Quote SpaceEngineer ( ) News about my recent work These are amazing news!
A tutorial (and scripting in general) will finally open SE to a much wider range of users! Also think about how many amazing mods can be created with it... You can write you're own story, maybe something like a film, with SE!
Also raymarching rendering it's a true revolution, if it will be completely supported by SE it means that 3D clouds and thousand of other amazing things will be possible to be made!
Space Engine will become a really high-quality product for what concerns graphics, even more than what is it right now.
The universe is not required to be in perfect harmony with human ambition.
CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs
(still don't know why everyone is doing this...)
|
|
| |
n0b0dy | Date: Tuesday, 11.10.2016, 07:45 | Message # 176 |
Explorer
Group: Users
Pirate
Messages: 297
Status: Offline
| In a nutshell:
Amazing work guys.
|
|
| |
chboing | Date: Tuesday, 11.10.2016, 21:18 | Message # 177 |
Observer
Group: Newbies
France
Messages: 1
Status: Offline
| That looks great ! I can't wait to be able to use SE in my rift and go in those nebulaes !
Also, +1 for the space engine scripted screen saver !!
|
|
| |
Joey_Penguin | Date: Tuesday, 11.10.2016, 21:50 | Message # 178 |
Pioneer
Group: Users
United States
Messages: 311
Status: Offline
| Neeeed.
Careful. The PLATT Collective has spurs.
|
|
| |
arturuniverse | Date: Tuesday, 11.10.2016, 22:51 | Message # 179 |
Astronaut
Group: Users
Pirate
Messages: 60
Status: Offline
| Duke, that's amazing m8, can't wait for those sweatty volumetric clouds and nebulaes.
We all have an end, but we choose and create that end by ourselves.
|
|
| |
arbazarit | Date: Tuesday, 11.10.2016, 23:55 | Message # 180 |
Observer
Group: Newbies
Pirate
Messages: 2
Status: Offline
| Star Citizen Planetary Tech v2
More like Space Engine 2.0
Must watch it's f**king awesome. I hope Space Engine will soon be a competitor to Star Citizen Planetary Tech
|
|
| |