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Work progress 0.97
AlessiaCristalloooDate: Monday, 19.11.2012, 23:19 | Message # 301
Astronaut
Group: Users
Italy
Messages: 44
Status: Offline
Yes! smile
Now i can do something more for the game biggrin
 
Jeroll3dDate: Wednesday, 21.11.2012, 15:53 | Message # 302
Astronaut
Group: Users
Brazil
Messages: 54
Status: Offline
Quote (Baleur)
Multi-million dollar game devs. Releases 1 patch every 2 months that fixes 4 bugs and typos.
Indie dev, one guy. Releases massive updates in an app that essentially revolutionizes generation and visualization of interplanetary, interstellar and intergalactic space.

Just shows time and time again that programming talent is what matters, not dev team size or careless money being thrown at the project. You could put the entire staff at Maxis to work on Spore 2, with infinite budget from EA, and i guarantee they would not have even half of what you have here in terms of an infinite beautiful space engine.


Simply the best space simulator. The engineer of this game comes from the future ...

biggrin

Nice. The best space simulator. I love this! This game is revolutionary and is only going to improve!


Edited by Jeroll3d - Wednesday, 21.11.2012, 15:55
 
SpaceEngineerDate: Sunday, 25.11.2012, 01:22 | Message # 303
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Updates:

  • Automatic clearing of the cache when hardware is changed
  • Saving compiled shaders binaries to the cache and fast loading
  • Preloading all shaders at startup (option)
  • Oblate planets and stars, automatic calculation of oblateness
  • Gravity darkening of oblate stars

    The OpenGL 4.1 has a long-awaited function implemented - getting binary code of compiled shaders. Now it is possible to save binaries on the disk into a cache, then at the next time loading they are sent directly to the GPU, without a long compilation process. The speedup of loading time is 50-100 times! There are no lags caused by loading of new shaders when a new planet comes into view, or a solar eclipse crawling on the disk of a planet. Surprisingly, this function works not only in OpenGL 4.1, but in the older versions too. If it still not supported by user drivers, SE will use an old system (loading shaders sources and compiling).

    Also, I've add an option to the main config that allows loading all shaders at SE startup, so there will be completely no lags. When SE starts first time (or the hardware is changed and cache is cleared), SE performs loading, compiling and saving binaries of all shaders. It may take up to 5 minutes. But after that, at next launches it takes 10-20 seconds to load all shaders binaries.

    Oblate planets. I've fix some bugs with oblate planets (but not all), so I decided to do all calculation of oblateness to procedural planets based on rotation period. So get used to the new appearance of gas giants - now almost all of them will have an oblate shape (as our Jupiter and Saturn does, and to a lesser degree, Uranus and Neptune).







    Fast-rotating oblate stars like Vega or Spica have an effect called gravity darkening: polar regions are closer to the core and thus hotter (and brighter) than equatorial regions. So oblate stars will looks like this:

    From equator:


    From pole:


    From intermediate angle:


    Colder star:


    *
    Attachments: 3171372.jpg (212.9 Kb) · 3358360.jpg (156.5 Kb) · 1906882.jpg (147.8 Kb) · 1527553.jpg (256.7 Kb) · 1950801.jpg (226.1 Kb) · 7811211.jpg (247.7 Kb) · 3554832.jpg (292.4 Kb)





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    apenpaapDate: Sunday, 25.11.2012, 01:28 | Message # 304
    World Builder
    Group: Users
    Antarctica
    Messages: 1063
    Status: Offline
    Great! I like the oblateness things in particular. Is the bug with disappearing "tiles" near the poles on oblate worlds (mainly visible on Jupiter, Ceres, and Haumea right now) one of the fixed bugs?




    I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
     
    ogggrezDate: Sunday, 25.11.2012, 01:34 | Message # 305
    Astronaut
    Group: Users
    Sweden
    Messages: 60
    Status: Offline
    I can't wait for the update! biggrin It's gonna take some time getting use to those gas giants, lol




    "You can't take the skies from me"
     
    smjjamesDate: Sunday, 25.11.2012, 02:49 | Message # 306
    World Builder
    Group: Users
    United States
    Messages: 913
    Status: Offline
    Quote (SpaceEngineer)
    Automatic clearing of the cache when hardware is changed


    Cool, that should help alleviate problems relating to the cache such as this thread (both QuietlyConfidents and my issue there). Hopefully.





     
    Donatelo200Date: Sunday, 25.11.2012, 06:34 | Message # 307
    Explorer
    Group: Users
    United States
    Messages: 261
    Status: Offline
    Will density be a factor in calculating a planets ob-lateness?




    CPU: Intel Core i7-4790K
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    SalvoDate: Sunday, 25.11.2012, 11:05 | Message # 308
    Star Engineer
    Group: Local Moderators
    Italy
    Messages: 1400
    Status: Offline
    Quote (SpaceEngineer)
    The speedup of loading time is 50-100 times!

    O_o
    Quote (SpaceEngineer)
    Oblate planets and stars, automatic calculation of oblateness

    Nice! All planets had the same oblateness, that wasn't realistic biggrin





    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...)
     
    DrawninDate: Sunday, 25.11.2012, 12:32 | Message # 309
    Space Tourist
    Group: Users
    Spain
    Messages: 37
    Status: Offline
    I want 0.97 so bad... ='(

    Any progress in night side lights on the planets, like lava, cities and so on? That would be amazing... I'm just curious about it... =)





    Intel Core i7-3770 - 3.40 GHz @ 8 Gb RAM @ nVidia GeForce GTX 570 1280 Mb
     
    SpaceEngineerDate: Sunday, 25.11.2012, 14:18 | Message # 310
    Author of Space Engine
    Group: Administrators
    Russian Federation
    Messages: 4800
    Status: Offline
    Quote (Donatelo200)
    Will density be a factor in calculating a planets ob-lateness?

    Of course. For example, neutron stars are still spherical, despite their crazy rotating rate.

    Quote (Drawnin)
    Any progress in night side lights on the planets, like lava, cities and so on? That would be amazing... I'm just curious about it... =)

    No.





     
    DrawninDate: Sunday, 25.11.2012, 14:23 | Message # 311
    Space Tourist
    Group: Users
    Spain
    Messages: 37
    Status: Offline
    Pity... We will have to wait a bit longer I guess. =P

    Anyway, keep up the good work! biggrin





    Intel Core i7-3770 - 3.40 GHz @ 8 Gb RAM @ nVidia GeForce GTX 570 1280 Mb
     
    MethisDate: Sunday, 25.11.2012, 17:07 | Message # 312
    Space Tourist
    Group: Users
    Netherlands
    Messages: 35
    Status: Offline
    So many amazing updates are coming our way... O__o

    As for the ambient sounds; please, for the love of all that is sacred, have the ship/engine sounds be a kind of low hum or rumble and not the "default" 'rocket'-like sound that is used in so many games... Thanks<3
    I would happily support SE with ambient sounds and sound effects if I had enough know-how, but alas, I'm an electronic systems engineer (in training..) and while I do have increasing understanding of signal processing, it's not quite enough..

    When it comes to the auto exposure feature, it would probably be best - mind you, I have no idea how the current camera works internally - to simulate a physical camera.. I realise this would be fairly complex and hardware intensive, but it would be the most realistic.
    Alternatively, you might fake it by estimating the amount of colour in a given frame and if the added RGB are above a certain level, filter downwards.. A problem there is that you should probably want to have a luminosity value per pixel/group of pixels (something along those lines), since otherwise it won't be possible to differentiate between different levels of white, for instance..

    I seem to remember you mentioned there's HDR in SE? If that is so, shouldn't that give you light intensity values..?
     
    vosk_01Date: Monday, 26.11.2012, 17:39 | Message # 313
    Observer
    Group: Banned
    Ukraine
    Messages: 10
    Status: Offline
    SpaceEngineer Many users wants 0.9.7.0 (0.97). Please finish development of version 0.9.7.0 (0.97) and launch release version 0.9.7.0 (0.97) immediatelly.




    Desktop:
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    Coming soon
     
    PhoenixDate: Monday, 26.11.2012, 17:52 | Message # 314
    Explorer
    Group: Users
    United States
    Messages: 243
    Status: Offline
    From someone who is brand new to SE v.96 I'm amazed at what it does already. Quick question for you, can LOD go beyond 2 with any benefit?
     
    HarbingerDawnDate: Monday, 26.11.2012, 18:00 | Message # 315
    Cosmic Curator
    Group: Administrators
    United States
    Messages: 8717
    Status: Offline
    vosk_01, SpaceEngineer is working on it, as you can clearly see from his posts in the thread. He has stated many times that he intends to release it by the end of the year, which means that if all goes well you'll be able to use it within 5 weeks. Don't try to make demands on him. Stop being a nuisance and let him work.




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