Solar Prominences and thicker moving clouds
|
|
werdnaforever | Date: Thursday, 09.02.2012, 02:26 | Message # 1 |
![werdnaforever](/avatar/44/562827.png) World Builder
Group: Users
Pirate
Messages: 897
Status: Offline
| Solar Prominences would make a great addition to Space Engine. I know there really aren't any animations in the program, but these would be cool to see if a future version can handle them.
The clouds in Space Engine are really just spheres. It would be cool for a fog effect to be generated in the vicinity of areas with clouds; the rule would be that transparent areas have no fog, and vice versa. The color of the fog = the color of the clouds. I know animated clouds would also be cool but that may be too much for any computer to handle, but maybe someday space engine will have fluid moving clouds.
|
|
| |
Teto | Date: Thursday, 09.02.2012, 07:57 | Message # 2 |
![Teto](https://2863869387.uid.me/avatar.png) Space Tourist
Group: Users
France
Messages: 28
Status: Offline
| By the way, would it be possible to use cloud of sprites, like nebulae ? That could fake the thickness of clouds, no ?
|
|
| |
SpaceEngineer | Date: Friday, 10.02.2012, 01:16 | Message # 3 |
![SpaceEngineer](/avatar/00/00/00229145.jpg) Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Wait guys! I plan to have realistic animated 3D clouds with global illumination and light scattering, self shadowing, god rays, rain and snow, lightning and thunder, cyclones and tornados... But it is a lot of work. Currently I work on spaceships, physics, navigation, GUI, and procedural galaxies simultaneously, but adding clouds now will delay version 0.96 release till 2013... Because clouds requires rewriting of the engine to a deferred pipeline, adding shadow mapping and adapting the landscape system for animated surfaces, etc.
*
|
|
| |
Teto | Date: Friday, 10.02.2012, 10:23 | Message # 4 |
![Teto](https://2863869387.uid.me/avatar.png) Space Tourist
Group: Users
France
Messages: 28
Status: Offline
| OK !
|
|
| |
mustafa2812 | Date: Friday, 10.02.2012, 18:53 | Message # 5 |
![mustafa2812](/avatar/86/207055.jpg) Space Pilot
Group: Users
United States
Messages: 121
Status: Offline
| Yeah Id rather have more frequent releases than that haha. I love space engine!!
PC specs: Windows 7 64 bit. Intel Core i5-2400 quad-core (3.1GHz, 6MB Cache). 6GB DDR3-1333MGz SDRAM[2 DIMMs]. 1 TB 7200 rpm SATA 3Gb/s hard drive. 3GB DDR3 NVIDIA GeForce GT 545.
|
|
| |
COL3 | Date: Friday, 06.04.2012, 02:32 | Message # 6 |
Observer
Group: Newbies
United States
Messages: 5
Status: Offline
| From what I've seen with beta releases, consistency and regularness is key. But also you can't rush art, and this engine is nothing short of a masterpiece lol.
|
|
| |
Aaron | Date: Friday, 08.06.2012, 08:30 | Message # 7 |
Space Tourist
Group: Users
United States
Messages: 39
Status: Offline
| I know you are planning realistic 3d clouds, but I would just like to post a reminder at how significant accurate atmosphere simulation improves the feel of the simulation.
Here's an example of a unity engine atmosphere renderer that looks really nice (you can try a demo too). Rain, fog, and mist are especially interesting.
Here's to hoping you have time, patience and energy to get a better atmospheric renderer in soon!
http://www.nuaj.net/gallery/
Quote (SpaceEngineer) Wait guys! I plan to have realistic animated 3D clouds with global illumination and light scattering, self shadowing, god rays, rain and snow, lightning and thunder, cyclones and tornados... But it is a lot of work. Currently I work on spaceships, physics, navigation, GUI, and procedural galaxies simultaneously, but adding clouds now will delay version 0.96 release till 2013... Because clouds requires rewriting of the engine to a deferred pipeline, adding shadow mapping and adapting the landscape system for animated surfaces, etc.
|
|
| |