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Forum » SpaceEngine » Development Status » Work progress - 0.9.8.1
Work progress - 0.9.8.1
RetsofDate: Sunday, 09.10.2016, 04:50 | Message # 151
Astronaut
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Beautiful! How do they look up close?
 
InariusDate: Sunday, 09.10.2016, 08:48 | Message # 152
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Beautiful, indeed !
 
BambusmanDate: Sunday, 09.10.2016, 09:34 | Message # 153
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WOW! SpaceEngineer, this looks really amazing shok
i'm going to have a lot of fun playing around with these but i'm currently still really busy.

I checked out dukes shadertoy profile, will everything there be added, for example the protoplanetary disk?

will the crab nebula still look like the crab nebula or will it look like in universe sandbox?
 
FastFourierTransformDate: Sunday, 09.10.2016, 10:26 | Message # 154
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Quote SpaceEngineer ()
I am also working on advanced scripting system, which will be used to create the in-game tutorial.


I was reading this and getting amazed of the idea. I will make all kind of educational scripts to explain basics in astrophysics (the Scale of things in the Universe, the evolution of stars, planetary geology in the Solar System, Exoplanet science, Galactic structure, Neutron stars white dwarfs and black holes, etc...) when this new feature comes out (in English, Spanish and Italian). Something for school teachers as to be used in classrooms.

But then I read this:
Quote SpaceEngineer ()
Another thing I am working on together with Duke is making a raymarching rendering of volumetric objects in SE

And all of a sudden my enthusiasm was sky-rocketed and all my ideas where eclipsed.
This is just amazing Vladimir!! Volumetric objects!!! My dreams are coming true. This would be a real giant leap in SE developement.

Take all the time you need. The supernova remnant and the protoplanetary disks are awesome, and I like to think that this are just the first steps in a WIP that is going to make them look much more beautifull. The first image looks by now quite unnatural but the others are almost done!

Wow, I hope that the realism for nebulas reaches the levels of detail needed sooner or later. They have to be as close to a real view as planets are currently on SE. If this goes on I think I'm going to donate each month the 1% of my income (let me find a job first) to this thing. Thank you Vlad!

Quote SpaceEngineer ()
galaxies, nebulae, stars, accretion disks and jets, comet tails, atmosphere, clouds, and entire gas giants - they all must be rendered as volumetrics.


cry cry cry

Please please. Geysers on Enceladus!!!! Volcanic Plumes on Io!!!!

Quote SpaceEngineer ()
Interesting thing about these nebulae - is what they are made as mods, which modifies some existing objects in SE. I implementing a new system which allows to replace rendering of any object with a custom mesh (model) with a custom shader and textures


What I see here is that the new system is what was needed and all that would remain after this giant leap is going to be just pulishing of the textures and getting detail on the models slowly. SE has really no competitors at all.

Some questions (about long term consequences of the new system):


  • How you predict would be the drop in performance with new atmospheres (with volumetric clouds), stellar prominences and granulation, cometary tails, nebulaes, galactic structures, etc...?

  • Are the sizes of shaders constrained? I mean, that for example how far relativistic astrophysical jets of AGNs could go? Or Pulsar streams? Would they cut off instantly at a certain distance or can a gradual fade away be added? I am little afraid that in your images there is a limiting radius (in the first image it looks like the nebula is reaching a spherical boundary).

  • Can large scale shaders for intergalactic medium be created with the new system? (like in galactic clusters colliding where they compress the medium and make it glow for example). Can also interstellar medium? (like the compression nebula that surrounds Pistol star).

  • Are real models and textures been preserved or blended with the actual new shaders? I mean that if I want the Orion Nebula to look like the real Orion Nebula it can be done right? Using the model system etc...

  • Are this shaders been eventually going to be procedurall? For example, zooming in a nebula and always having structure at all scales not only as a fixed model of some clouds (filaments, pilars, bok globules, bubbles etc... at light year scales and then some noise and fractal refinement up close to the scale of the AUs). The accretion disk you showed us looks very very good and promising but in the future it would probably seen like a clump of volumetric brushes in the middle of space and it would have to evolve to have more fine details and much more transparece-opacity, contrast, saturation, etc... ranges.

  • What about this idea of changing models and textures? Can you tell us more about this and more about the objects you are thinking of for the first volumetric shaders? smile


Thank you another time SpaceEngineer. cool


Edited by FastFourierTransform - Sunday, 09.10.2016, 10:27
 
soyrodDate: Sunday, 09.10.2016, 10:54 | Message # 155
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I'm very proud for being part of this community. This is the most incredible program ever created, and the illusion all we have in this update demonstrates that.

Keep going Spaceengineer, your work is absolutly amazing.
 
MosfetDate: Sunday, 09.10.2016, 13:27 | Message # 156
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Quote SpaceEngineer ()
(BTW I made a syntax highlight config for Nortepad++, for .se, .sc, .sss and .cfg files - over 1000 keywords!)


OK now my need for this it's over 9000... biggrin





"Time is illusion. Lunchtime doubly so."
Douglas N. Adams
My mods
Asus x555ub: cpu i5-6200u - ram 4gb - gpu nvidia geforce 940m 2gb vram
 
Brett001Date: Sunday, 09.10.2016, 14:11 | Message # 157
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Beautiful and fantastic developments! "Tour" script is great! Excellent for presentations! cool
 
quarior14Date: Monday, 10.10.2016, 13:53 | Message # 158
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SpaceEngineer, I have some questions about what you put in your last post :
  • Quote SpaceEngineer ()
    I decided to give a ".se" extension to SE scripts. Is this good choose?

    Does that also take the configuration files as in current release (.sc for catalogs, .cfg, .sss, ...) ? To avoid any convert .se file for mods.
  • Quote SpaceEngineer ()
    This is important because I want to put them in the new SE website, into the manual section, and launch it soon.

    Just go to this site, very pretty, but I just noticed, what will become the site/forum today, because you made a new forum, will it take to re-register in the new ? Or the old will always be there also and in conjunction with the new ?
  • Quote SpaceEngineer ()
    Code
    ExpansionBegin    2457670    // 08.10.2016
    ExpansionDuration 365.25

    What is the unit used for time ? I tried with seconds, minutes, hours and days but I can not get on the same date and year.


Otherwise nice update, lack to wait, and I presume that this is only a very important part we will discover. Good continuation and good luck smile .





Quarior

Edited by quarior14 - Monday, 10.10.2016, 13:54
 
MosfetDate: Monday, 10.10.2016, 15:22 | Message # 159
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Quote quarior14 ()
What is the unit used for time ?

I know this! ohyes it's a Julian Date. wink

Edit:
SpaceEngineer, Just checked the link you provided, I love the tidy interface, very good looking!





"Time is illusion. Lunchtime doubly so."
Douglas N. Adams
My mods
Asus x555ub: cpu i5-6200u - ram 4gb - gpu nvidia geforce 940m 2gb vram


Edited by Mosfet - Monday, 10.10.2016, 15:32
 
quarior14Date: Monday, 10.10.2016, 17:02 | Message # 160
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Quote Mosfet ()
Julian Date

This I presume, and thank you.





Quarior
 
form_d_kDate: Monday, 10.10.2016, 18:11 | Message # 161
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Quote
I decided to give a ".se" extension to SE scripts. Is this good choose? The tutorial script have a name "tutorial.se".


I'd like to suggest using something like ".ses" as an extension. You never know what file extensions you'll need in the future (save games, for one?) & maybe ".se" would make much sense for some other planned feature?

p.s. Are you limited to 3 character extensions?


Edited by form_d_k - Monday, 10.10.2016, 18:12
 
AtmoscatDate: Monday, 10.10.2016, 19:42 | Message # 162
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Those nebulas look amazing! Look at the light scattering within them - OUTSTANDING!

I can't wait to see volumetric clouds in planets atmospheres. Ohh WOW!

Beautiful work, SpaceEngineer and Duke! Kepp it going





PC: Intel® Core™2 Duo Processor E8500 @ 3.16GHz, 3.25 GB / 4.00 GB DDR3 RAM, GeForce GTX750Ti 2048 MB VRAM, WinXP Home 32bit / Windows7Pro 64bit
 
El_Kocurro1992Date: Monday, 10.10.2016, 20:29 | Message # 163
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Mgławica wygląda wspaniale !
 
Tac1017Date: Monday, 10.10.2016, 20:46 | Message # 164
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will there be any filters for atmospheric composition?




The Terra Hunter of the Milky Way!

(By the way, I was born in 2001, NOT 1972 XD)
 
parameciumkidDate: Monday, 10.10.2016, 20:49 | Message # 165
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Welp. There goes my laptop's ability to run SE. Intel HD Graphics 4000, you were fun while you lasted :\




Intel HD Graphics 4000 ;P
 
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