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Forum » SpaceEngine » Development Status » Work progress - 0.9.8.1
Work progress - 0.9.8.1
spacerDate: Wednesday, 12.10.2016, 22:15 | Message # 196
Star Engineer
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Eliam, now that duke and spaceengineer showed this new shaders i am very impressed and it may really happen one day.
but need more time, maybe one day it will be in SE.
you can see here the clouds shaders of duke, and who knows what updates it will have in the future:
https://www.shadertoy.com/view/ll2SWd





"we began as wanderers, and we are wanderers still"
-carl sagan

-space engine photographer


Edited by spacer - Wednesday, 12.10.2016, 22:22
 
SalvoDate: Thursday, 13.10.2016, 06:38 | Message # 197
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Quote Inarius ()
I would be very surprised if Space Engine look as detailled and as good as this video of Star Citizen. If it would be the case, it would mean that a single developer can do better than 365 people, which (as high as I estimate Space Engineers) would be...well...you know.

I wouldn't be that surprised. smile

I work in game development and I've taken inspiration from many games that have been developed by one or a few developers. Many of them have such a good graphics that they look better than many AAA games.

Quote Eliam ()
Procedural volumetric clouds will perhaps one day allow Space Engine to render gas giant upper atmosphere... I can"t wait ^^

Me too! It's one of the things I mostly wanted to see, together with 3D animated water and rocks/details. smile





The universe is not required to be in perfect harmony with human ambition.

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(still don't know why everyone is doing this...)
 
second-ichDate: Thursday, 13.10.2016, 10:04 | Message # 198
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I'm really curious how this can run in real-time when I think how long it takes to render volumetric smoke in 3DS Max.
 
EliamDate: Thursday, 13.10.2016, 17:51 | Message # 199
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Quote spacer ()
Eliam, now that duke and spaceengineer showed this new shaders i am very impressed and it may really happen one day.
but need more time, maybe one day it will be in SE.
you can see here the clouds shaders of duke, and who knows what updates it will have in the future:
https://www.shadertoy.com/view/ll2SWd


Yes, that's exactly what I was talking about smile ! Depending on computational cost it could already be possible to render large-scale clouds in SE. But the hardest part is to create a procedural method to map these clouds in 3D. Already hard for Earth-like atmosphere (if it's procedural, if not you can use the present textures), and way harder for gas giant where 3D structures are very complex.
 
form_d_kDate: Thursday, 13.10.2016, 22:50 | Message # 200
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That new shader work is truly spectacular.
 
huishbDate: Friday, 14.10.2016, 12:18 | Message # 201
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will accretion disk textures be combined with the new shader?




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AdiabatDate: Saturday, 15.10.2016, 12:56 | Message # 202
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Quote DoctorOfSpace ()
For 3 months now SE has continually been brought up in comparison to No Man's Sky, it is getting to be quite an annoyance.


I agree ! Those two software have nothing in common. One is a realistic piece of universe simulation, the other is a joke in terms of physics...

Added (15.10.2016, 12:56)
---------------------------------------------

Quote Inarius ()
I would be very surprised if Space Engine look as detailed and as good as this video of Star Citizen. If it would be the case, it would mean that a single developer can do better than 365 people, which (as high as I estimate Space Engineers) would be...well...you know.


Well, to be exact, the procedural planet generation code of SC is done by the Frankfurt team, they are 54 cool ... But I agree, the number of people shows itself in the v2 demo. It is impressive but their demo are fairly scripted, it is surely good to maintain the hype but the game we probably not be shipped in its complete form before 2018 seeing the last feature road map and taking into account the last few years pace of progression, that would be six years of development... And it will probably not live up to the hype as well. dry

Anyways, regarding Space Engine, I was asking myself if SpaceEngineer has already in mind a technique for the future clouds... One of the best system I've ever seen is "trueSky" by Simul Software but it is a licensing soft... I guess they are many ways to do that but it would be interesting to have an update on that by him. It will be important when applied to gas giants with enormous cloud structures and see how good you can make that while keeping a good level of graphic performance. Any thoughts ?


Edited by Adiabat - Saturday, 15.10.2016, 12:55
 
DoctorOfSpaceDate: Saturday, 15.10.2016, 14:10 | Message # 203
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Quote sinsforeal ()
No mans sky was compete garbage

Quote Adiabat ()
One is a realistic piece of universe simulation, the other is a joke in terms of physics...


I get you are trying to be funny and witty but I am being serious.

Anymore posts like this, witty retorts, comparisons, and you'll be taking a week break from posting here.

It may not have been a perfect game, it may have it's issues, but we're not doing it here anymore. Slamming other devs continually is little more than flaming and it does nothing but take away from this community. If you want to talk No Man's Sky then go post about it in the NMS thread, not here or anywhere else on these forums.

You can go post about NMS here
http://en.spaceengine.org/forum/11-3113-1





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richardreis111Date: Sunday, 16.10.2016, 20:19 | Message # 204
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cool tongue How is going the update im waiting much like two months

Edited by richardreis111 - Sunday, 16.10.2016, 20:23
 
AdiabatDate: Monday, 17.10.2016, 17:19 | Message # 205
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Quote DoctorOfSpace ()
Slamming other devs


Wow, OK, my intention was not to slam other devs and it was probably not a good idea to phrase a comparison in that way and not even the good place as well as not following forum rules. I will take myself a break from here, don't want to constantly think about what could or could not be offensive or triggering to someone, just to exchange ideas or asks questions. Good luck to SpaceEngineer for the development of Space Engine.


Edited by Adiabat - Monday, 17.10.2016, 17:24
 
richardreis111Date: Monday, 17.10.2016, 23:28 | Message # 206
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Adiabat, hey can you stop this is not place for fighting we are talking for new space engine update not for
create fight go **** out there angry2 angry2

Added (17.10.2016, 23:28)
---------------------------------------------
sorry for my languague im not from eua im from brazil surprised tongue l

 
DrednaughtDate: Tuesday, 18.10.2016, 06:11 | Message # 207
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Wow, I didn't expect to come back to see you working on volumetric objects. This is seriously some great work from both SpaceEngineer and Duke. This one feature alone probably could've been it's own update. Can't wait to see what you guys will do next.
 
FireintheholeDate: Tuesday, 18.10.2016, 18:18 | Message # 208
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Volumetric objects is what I am most eagered for in SE! smile It's great to see that you make progress!




Love SpaceEngine!
 
MoonkeyDate: Tuesday, 18.10.2016, 20:45 | Message # 209
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I was thinking "Yea, that sounds really awesome" but then I imagined speeding up time and watching clouds form, dissipate, and just move around... And it got me even more excited.

Assuming the clouds will even be remotely like that, of course smile
 
NikolaAnicic007Date: Wednesday, 19.10.2016, 14:58 | Message # 210
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Quote
I was thinking "Yea, that sounds really awesome" but then I imagined speeding up time and watching clouds form, dissipate, and just move around... And it got me even more excited.

Assuming the clouds will even be remotely like that, of course smile

Honestly, I'd even be happy with fixed volumetric cloud structures. Asking for active generation and large scale atmosphere evolution is a bit too much for now, at least in my opinion. Having three dimensional clouds and, by extension, nebulae filaments (I hope!) would be fantastic.

Seeing a tidally locked world with volumetric, rotating clouds would truly be a sight to behold. The colors and contrast it would entail would be truly wondrous.


Edited by NikolaAnicic007 - Wednesday, 19.10.2016, 14:59
 
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