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Fireinthehole-Date: Wednesday, 10.04.2013, 21:42 | Message # 841
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Quote (anonymousgamer)
It would be cool to see cloud shadows in the future, though.

Indeed it would! I really miss it while watching the Earth from close range. sad





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Destructor1701Date: Thursday, 11.04.2013, 01:11 | Message # 842
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I had never thought about it until now. It'd add a nice, "cheap" bit of dynamism to the landscapes of SE.

Something like that doesn't have to be too computationally expensive, right?

It doesn't have to be ray-traced, or dynamically shadow-mapped, it can be approximated with just a projection of the cloud texture onto the surface texture as a subtractive layer, or something. That's probably how Celestia did it, right?

Knowing Space Engineer, it's definitely already on the list.







Edited by Destructor1701 - Thursday, 11.04.2013, 01:13
 
NovaSiliskoDate: Thursday, 11.04.2013, 01:12 | Message # 843
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I'm envisioning a similar method to how the ring shadows work.
 
HarbingerDawnDate: Thursday, 11.04.2013, 04:32 | Message # 844
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Huh, I never noticed that SE didn't have cloud shadows. Weird, even Celestia has them.

Quote (anonymousgamer)
To answer your question directly: currently, no they don't.

It threw me off because he asked about ring shadows, not cloud shadows, but then changed direction and described cloud shadows and not ring shadows. So I just answered the question that he asked most clearly.





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SpaceEngineerDate: Thursday, 11.04.2013, 17:47 | Message # 845
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Quote (Destructor1701)
It doesn't have to be ray-traced, or dynamically shadow-mapped, it can be approximated with just a projection of the cloud texture onto the surface texture as a subtractive layer, or something. That's probably how Celestia did it, right

It sounds easy, but in reality it is not easy. Each planet in SE have a lot of textures (200-300 at ground level), mapped on a square-shaped tiles of landscape. Clouds layers uses the same technique. So it is impossible to make "just a projection" - each cloud tile may project on many landscape tiles, and each landscape tile may recieve shadow from many cloud tiles. So easiest way is to implement usual shadow mapping.





 
Destructor1701Date: Thursday, 11.04.2013, 23:21 | Message # 846
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Oh! Wow... does that mean that you intend to do it?

Or would it be too tempting to 'kill two birds with one stone', and implement landscape shadowing - and possibly drive up the computational load too much?

EDIT

Quote (HarbingerDawn)
It threw me off because he asked about ring shadows, not cloud shadows, but then changed direction and described cloud shadows and not ring shadows. So I just answered the question that he asked most clearly.


Yes, my wording was a little ambiguous, sorry about that. I was actually asking if the technique used currently to cast ring shadows would work with the different cloud-belt textures.

Thinking about it further (and with a clearer head), I imagine that the ring shadows are not mapped at all, but rather take their cue from the density variations in the ring algorithm's output for the planet in question - drawing bands of darkness along the appropriate path on cloud, atmosphere, and landscape models.







Edited by Destructor1701 - Thursday, 11.04.2013, 23:48
 
DoctorOfSpaceDate: Friday, 12.04.2013, 03:50 | Message # 847
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Quote (Destructor1701)
Oh! Wow... does that mean that you intend to do it?

Or would it be too tempting to 'kill two birds with one stone', and implement landscape shadowing - and possibly drive up the computational load too much?


Its been mentioned that whatever exists in real astronomy will be implemented so I assume that stuff would be added eventually. I doubt it would be too heavy on resources if 64 bit support is eventually added, plenty of modern games do far more things at once.





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HarbingerDawnDate: Saturday, 13.04.2013, 12:04 | Message # 848
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[Discussion about 64-bit support moved to here]




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SpaceEngineerDate: Tuesday, 16.04.2013, 14:33 | Message # 849
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Translated names of all named stars (in Russian), made via built-in wiki database:


Attachments: 9509108.jpg (124.4 Kb)





 
Billy_MayesDate: Tuesday, 16.04.2013, 16:19 | Message # 850
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Quote (SpaceEngineer)
Translated names of all named stars (in Russian), made via built-in wiki database:



You're just making us more exited for the update tongue





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Fireinthehole-Date: Tuesday, 16.04.2013, 23:02 | Message # 851
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Haha this really puts all kind of patience in a hard test! biggrin




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werdnaforeverDate: Wednesday, 17.04.2013, 03:19 | Message # 852
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When we name our own star's we'll be able to have them labeled too, right?

You could find a remote planet a few megaparsecs away and imagine your own civilization there; you could pick stars out from that planet's pov and name them as if you were an inhabitant looking up at the stars.
 
SpaceEngineerDate: Wednesday, 17.04.2013, 09:01 | Message # 853
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Quote (werdnaforever)
You could find a remote planet a few megaparsecs away and imagine your own civilization there; you could pick stars out from that planet's pov and name them as if you were an inhabitant looking up at the stars.

Yes, of course.





 
NovaSiliskoDate: Wednesday, 17.04.2013, 09:03 | Message # 854
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It would be really fun if we could draw lines between stars to make our own constellations, too, or define them in scripts.
 
HarbingerDawnDate: Wednesday, 17.04.2013, 10:06 | Message # 855
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Quote (NovaSilisko)
It would be really fun if we could draw lines between stars to make our own constellations, too, or define them in scripts.

This has been suggested many times, and it probably won't happen soon.





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