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Work progress - SpaceEngine 0.95
SpaceEngineerDate: Thursday, 25.08.2011, 14:29 | Message # 16
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
I have discovered many bugs in the engine, this is extra work, and is going to take more of my time....

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AtmoscatDate: Saturday, 27.08.2011, 14:38 | Message # 17
Astronaut
Group: Users
Germany
Messages: 68
Status: Offline
I am looking forward to your next version. Hope you can solve the many bugs in the forseeable future!

One request from my side:
Could you add a dialog box in the F1 menu -> Time for setting a specific date in time? Something where we can enter time with specific Hours:Minutes; Day:Month:Year so we don't have to use time acceleration (+reverse) to get to the desired point in time?

Thanks!





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JHillDate: Saturday, 27.08.2011, 17:37 | Message # 18
Observer
Group: Users
United States
Messages: 19
Status: Offline
Will se ever get out of beta?




Sed nos soli stantes. Solus stamus unita.
In multis unum surgimus. Sub una resurgemus totidem.
 
SpaceEngineerDate: Saturday, 27.08.2011, 23:56 | Message # 19
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Ok, I will try to make it.

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SpaceEngineerDate: Monday, 05.09.2011, 16:46 | Message # 20
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Some new features with pics: http://en.spaceengine.org/blog....09-05-2

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CaptainMagnetDate: Friday, 16.09.2011, 10:49 | Message # 21
Observer
Group: Users
Germany
Messages: 13
Status: Offline
Amazing work!!! smile
 
j0KeRDate: Friday, 16.09.2011, 12:34 | Message # 22
Explorer
Group: Users
Greece
Messages: 178
Status: Offline
any update from the list ? or current work ? smile




"Novus Ordo Seclorum"

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SpaceEngineerDate: Friday, 16.09.2011, 20:37 | Message # 23
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
No smile




 
SpaceEngineerDate: Monday, 19.09.2011, 02:05 | Message # 24
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
I fixed a small error that caused was a big disadvantage: Tiny landscape nodes (greatest level of detail) have too big initial BBoxes, that makes them visible from very long distances. The node's BBox recalculates node generation by using actual node height values, and become smaller than initial BBox, so nodes may not be rendered. So at LOD 0...3 the engine generate too many small nodes, but does not render them. I made a more accurate calculation of initial BBox, so now it is possible to use LOD 0 and even LOD 1. When engine starts at surface level of planet, it takes 28 seconds to generate all landscape at LOD 0 and it consumes only 300 Mb of VRAM in Full HD screen resolution.

Now I'm going to improve landscape engine. By using "fast landscape loading" feature and improving of color texture generation (by using previously generated height map instead of it's generation again) I obtain only... 6 seconds for "clear" generation of planet at surface level at LOD 0! But fast landscape loading algorithm is still buggy, so I must debug it before new version is released. The second improvement (using previously generated height map) makes it impossible to obtain "deep/shallow water" color of oceans and gives artifacts at coastline. So to use it, I must implement normal water layer with underwater landscape and "underwater fog" effect. And 3D waves.... smile Of course, all of this delays release of new version. But I can leave landscape generation unoptimized if you wish...

Next, I play with "Ridged multifractal noise" parameters and obtain much nicer looking mountains (these images are at LOD 0):





Then I subtract ridged multifractal term instead of adding it I get nice hills, which looks like water erosion:



I will try to add these hills to a terra surface generation shader and combine it with simple hills, mountains etc.
And here is a bonus screen:



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Attachments: 4873422.jpg (129.6 Kb) · 0989179.jpg (140.7 Kb) · 8422522.jpg (108.8 Kb) · 8681612.jpg (138.0 Kb)





 
j0KeRDate: Monday, 19.09.2011, 08:56 | Message # 25
Explorer
Group: Users
Greece
Messages: 178
Status: Offline
one thing i can say seeing these pictures .. godlike work , i didnt expect to have such details from this early releases , cant wait for 0.95 biggrin




"Novus Ordo Seclorum"

Intel Core(E6850) 2 Duo 3.00 GHz \ Geforce GTX560 1024MB \ 4GB 667(MHz) 2 Channel RAM \ Windows 7 (32bit) \ Samsung SA700D 120hz (3D)


Edited by j0KeR - Monday, 19.09.2011, 09:56
 
inesisDate: Monday, 19.09.2011, 11:39 | Message # 26
Observer
Group: Newbies
Switzerland
Messages: 3
Status: Offline
Amazing ! surprised
 
BlackArkDate: Monday, 19.09.2011, 11:49 | Message # 27
Space Pilot
Group: Users
United States
Messages: 137
Status: Offline
Dear God Who are you and What are you SpaceEngineer this is EIPC keep this up!! O,o wacko biggrin

Added (19.09.2011, 14:49)
---------------------------------------------
SpaceEngineer are you chuck norris e_e or just a person who is just very Epic! biggrin

 
CaptainMagnetDate: Monday, 19.09.2011, 13:21 | Message # 28
Observer
Group: Users
Germany
Messages: 13
Status: Offline
Beautiful!!
 
RodrigoDate: Monday, 19.09.2011, 16:00 | Message # 29
Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
That's amazing! Really looking foward to it.
Any chance we'll se canyons on next version?
It is hard to implement some kind of "ripple" effect on thick atmospheres? It could really increase the realism
 
RobbieDate: Monday, 19.09.2011, 17:07 | Message # 30
Pioneer
Group: Global Moderators
United Kingdom
Messages: 590
Status: Offline
Those are some nice images. Can't wait to see them in next release of SE. Great work as usual. I love seeing all these new developments. cool

@Rodrigo: I would still like to know about canyon worlds too. I had a quick check back at our suggestions, speculating the exisitence of such exo-planets, such as Kepler 10b [in this thread here], but I see we've had no further responses to those last questions. So AFAIK I'm assuming we won't have canyon worlds in SE.





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