Work progress and public beta test - 0.9.7.4
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form_d_k | Date: Wednesday, 10.06.2015, 19:01 | Message # 151 |
Astronaut
Group: Users
United States
Messages: 68
Status: Offline
| Quote DeathStar ( ) That's actually exactly what I was wondering. An internet search provided no results.
Yeah, an Internet search didn't do me much good either.
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FastFourierTransform | Date: Wednesday, 10.06.2015, 19:09 | Message # 152 |
Pioneer
Group: Local Moderators
Spain
Messages: 542
Status: Offline
| Quote SpaceEngineer ( ) The last thing needed to upgrade is orbital path rendering, and I will be able to move to OpenGL 3.3. This opens a lot of possibilities: change to deferred shading with all modern effects (inverse depth buffer, ambient occlusion, indirect lighting, soft particles etc), multi-sampling antialiasing, SLI and CrossFireX with no performance drop
This is extremely important!! This is beyond every gift we could recive. Great job Vladimir!!! Soft particles? orbital path rendering? that sounds awesome, but please tell me what implications could have that so I can drool
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Destructor1701 | Date: Wednesday, 10.06.2015, 19:32 | Message # 153 |
Pioneer
Group: Users
Ireland
Messages: 533
Status: Offline
| Quote - Newly built ship spawns with the same speed as the currently selected one
Thank you for that!
Quote Today I also implement "Sync velocity" commend for ships. It works in two stages:
Excellent!
Can we select other spacecraft as our point of reference, too? So far, hitting "p" with another ship selected has no effect. I frequently like to rendezvous spacecraft (Space Shuttle to the ISS or Hubble, for example) and zero-out their relative velocities. While there's a certain satisfaction to eye-balling it, an indication of our relative vector would be most welcome.
Edited by Destructor1701 - Wednesday, 10.06.2015, 19:33 |
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SpaceEngineer | Date: Wednesday, 10.06.2015, 21:58 | Message # 154 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Quote form_d_k ( ) What does an inverted depth buffer provide?
It allows to remove z-fighting artefacts on water shores, remove near plane clipping (so allows to approach to a space ship or planet surface to a distance of a few millimetres), allows to finally implementing particles correctly intersecting with planet surface (3d clouds, volcano eruptions, ship engines smoke etc). It allows to have a single z-buffer for the whole scene, which enabling possibility to implement shadows and deferred shading with all effects which it can introduce (hundreds of local light sources, 3d water with refractions, huge increase in atmospheric scattering performance, etc). Also, correct blending of large planet-scale particles with planets (comets tiles, and future accretion disks and jets). Did you think why I still don't implement all these effects? Because SE have too large scene scale to work with standard z-buffer.
The right term is the "reversed z-buffer". More hardware-friendly and no-performance-impact replacement of logarithmic z-buffer. The last is implemented in SE, by disabled by default, because have too large fps drop.
Quote sent808 ( ) I dont see any of this: ``- Upgraded ship editor - added options to add and remove elements and save changes to scripts´´ The download is automatic? Of course not. I didn't upload the patch, this is just like a development blog.
Quote Destructor1701 ( ) Can we select other spacecraft as our point of reference, too? No. Reference object can't be selected by user now, because of change in physics I made in 0.97. Some additional work is required to return this possibility back.
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DeathStar | Date: Wednesday, 10.06.2015, 22:39 | Message # 155 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| Quote SpaceEngineer ( ) It allows to remove z-fighting artefacts on water shores, remove near plane clipping (so allows to approach to a space ship or planet surface to a distance of a few millimetres), allows to finally implementing particles correctly intersecting with planet surface (3d clouds, volcano eruptions, ship engines smoke etc). It allows to have a single z-buffer for the whole scene, which enabling possibility to implement shadows and deferred shading with all effects which it can introduce (hundreds of local light sources, 3d water with refractions, huge increase in atmospheric scattering performance, etc). Also, correct blending of large planet-scale particles with planets (comets tiles, and future accretion disks and jets). Did you think why I still don't implement all these effects? Because SE have too large scene scale to work with standard z-buffer.
And to me, inversed Z-buffering sounded like some minor technical feature that would optimize things a bit and fix bugs here and there. Guess I was wrong, lol.
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DiscovererOfWorlds | Date: Thursday, 11.06.2015, 10:09 | Message # 156 |
Space Pilot
Group: Users
Italy
Messages: 120
Status: Offline
| WOW! work space engineer is spectacular! many new features in no time, so continue!
the universe is made to be explored, but no one will ever visit it all
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DiscovererOfWorlds | Date: Thursday, 11.06.2015, 10:30 | Message # 157 |
Space Pilot
Group: Users
Italy
Messages: 120
Status: Offline
| Well, you had to post it in the thread work in progress, space engineer wants all bugs are reported them
the universe is made to be explored, but no one will ever visit it all
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Alek | Date: Thursday, 11.06.2015, 11:24 | Message # 158 |
Pioneer
Group: Users
United States
Messages: 326
Status: Offline
| Yes yes! that sounds awesome, keep working at it as I'd love to see better shading!
Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
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Aerospacefag | Date: Thursday, 11.06.2015, 14:14 | Message # 159 |
Pioneer
Group: Users
Russian Federation
Messages: 401
Status: Offline
| Quote SpaceEngineer ( ) This opens a lot of possibilities: change to deferred shading with all modern effects (inverse depth buffer, ambient occlusion, indirect lighting, soft particles etc), multi-sampling antialiasing, SLI and CrossFireX with no performance drop (at least) etc.
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Alek | Date: Thursday, 11.06.2015, 19:31 | Message # 160 |
Pioneer
Group: Users
United States
Messages: 326
Status: Offline
| Uh, I'm having a bit of trouble with 'alien-like' lights.
They appear most often near planets, but when you go away from them they stay until you get what looks like about a light year away from the star. They are greatly brighter in normal exposure, but I turned the exposure down so you might be able to decipher their nature. They only appear at certain angles, and have only occurred halfway through having the .3 patch, and have continued into the .4 patch also.
Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
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form_d_k | Date: Thursday, 11.06.2015, 21:24 | Message # 161 |
Astronaut
Group: Users
United States
Messages: 68
Status: Offline
| Quote SpaceEngineer ( ) It allows to remove z-fighting artefacts on water shores, remove near plane clipping (so allows to approach to a space ship or planet surface to a distance of a few millimetres), allows to finally implementing particles correctly intersecting with planet surface (3d clouds, volcano eruptions, ship engines smoke etc). It allows to have a single z-buffer for the whole scene, which enabling possibility to implement shadows and deferred shading with all effects which it can introduce (hundreds of local light sources, 3d water with refractions, huge increase in atmospheric scattering performance, etc). Also, correct blending of large planet-scale particles with planets (comets tiles, and future accretion disks and jets). Did you think why I still don't implement all these effects? Because SE have too large scene scale to work with standard z-buffer.
Screen space subsurface scattering?? Ambient Occlusion? Indirect lighting?!?! You could implement things like heatwaves too, I bet! Caustics, dynamic focus... I've even seen screen space fluid demonstrations, but I have no idea how that really works.
This is really awesome!
Edited by form_d_k - Thursday, 11.06.2015, 21:37 |
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SpaceEngineer | Date: Thursday, 11.06.2015, 22:41 | Message # 162 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Ok here the patch 4.
Download (10 Mb)
Changes: - Added exosphere temperature information to the Wiki - In the UFO cheat mode, main/retro/hover engines are animated - Upgraded ship editor - added options to add and remove elements and save changes to scripts - Optimized GUI rendering - Updates in GUI rendering and skins - Added satellite for (38628) Huya - Optimized labels and markers rendering - Markers of closer can be visible in front of farther objects - Labels and markers for ships - Updated Wiki articles - Smooth lighting animation in the Chart mode - Exposure doesn't affect on labels - Exposure doesn't affect on GUI in the Oculus Rift mode - Swapped rotate CW/CCW keys - Newly built ship spawns with the same speed as the currently selected one - Ship autopilot "Sync velocity" button now works
Bugfixes: - Fixed bug with moon atmosphere generation in patch 03 - Fixed bug with no axes shown in the ship editor if this ship have no behind cameras - Fixed blurring of the slider handle - Fixed bug with invisible velocity pointer text - Fixed too small height of atmospheres of gas giants - Fixed crash on opening Chart mode for the not currently visible system - Fixed wrong animation of the currently followed planet in the Chart mode - Fixed continuous execution of ship's autopilot command "Retorograde" - Hyperbolic orbits of ships are now displayed
Known issues and limitations - Control of engine thrust with joystick/gamepad axis doesn't work correctly - Long engine jets are cut sometimes, especially on long ships - Engine jets are disappeared when camera is inside them - Wiki text editor have strange behaviour with the newlines (think of them as "invisible characters" in the end of line) - Wiki text editor have problems with text selection (one extra or missing character) - Wiki text editor don't support double click and mouse drag of the selected text
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DoctorOfSpace | Date: Friday, 12.06.2015, 00:34 | Message # 163 |
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
Status: Offline
| Is there any way to instantly stop a ship like in previous builds or was this function removed?
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
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DeathStar | Date: Friday, 12.06.2015, 00:54 | Message # 164 |
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
| To me, orbits are not displaying in map mode. Also in F1 mode, things don''t shine with their actual color when markers are turned on(this might be intentional).
Edited by DeathStar - Friday, 12.06.2015, 01:00 |
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Donatelo200 | Date: Friday, 12.06.2015, 01:41 | Message # 165 |
Explorer
Group: Users
United States
Messages: 261
Status: Offline
| Black holes and neutron stars are behaving very oddly. They are first generated normally but once approached they snap into and infinite radius and luminosity. Surprisingly it doesn't cause a crash and i can explore the system if i do not click on the black hole or neutron star. The black hole will sometimes still render correctly too which is odd.
EDIT: Also happens to white dwarfs. I think the warp effect is to blame... Though i have not had issues with it before even on my integrated card.
CPU: Intel Core i7-4790K GPU: Nvidia GTX 1080 SSD: Samsung 850 Evo 250GB HDD: Toshiba DT01ACA200 2TB HDD: WD Blue 1TB (2012) RAM: Unknown 16G-D3-1600-MR 2x8GB MBD: MSI Z97S SLI Krait Edition (MS-7922)
Edited by Donatelo200 - Friday, 12.06.2015, 01:43 |
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