Advanced search

[ New messages · Forum rules · Members ]
Page 1 of 411234041»
Forum » SpaceEngine » Archive » Work progress
Work progress
SpaceEngineerDate: Monday, 27.05.2013, 11:55 | Message # 1
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4783
Status: Offline
Changelog for

Last update: 25 December 2013

Changes and additions:
Major updates:
  • 3D water: animated water specular reflections, underwater fog
  • Improved procedural moon system generator
  • Debris rings around planets
  • New landforms: pseudo rivers, shield volcanoes
  • Music player with smooth mixing, context switching of soundtracks, repeat options and other capabilities
  • 25 original soundtracks made by many authors
  • Smart blending of terrain detail textures
  • Detail noise textures on the planetary surface
  • New types of worlds with life, improved lifeform classifications
  • Many improvements with space ships
  • Built-in avi video recorder
  • Fast multi-threaded Star Browser: it uses all CPU cores to generate systems and does not reduce FPS
  • Added Czech, Dutch, Polish, Portuguese, Romanian, Slovak, Swedish and Turkish localizations
  • Installer for SpaceEngine distribution with automatic selection of localization

    Space ships:
  • Supporting of emission textures
  • Supporting of modular models
  • Updated Ships Manager: ability to build, rename and destroy spacecrafts, sorting tables by any column
  • Easy installing of ships addons: just copy files into SpaceEngine folder, and new ships become available in the Ships Manager's build menu
  • Some old ships models changed to modular models
  • New "SS Basic", "SS Cargo", "SS Science", "Fire Dragonfly" and "Skylone" ships
  • Computing the Keplerian orbital elements and rendering the Keplerian orbit of the ship
  • Atmospheric flight physics
  • Spaceship Control Panel with Autopilot buttons
  • Spaceship HUD (Head-Up Display) for atmospheric and space flight modes
  • Ships may have Main engines, Retro (Braking) engines, Hover engines and Correction engines that can be controlled separately
  • New ship control system: rotation with mouse, changing Main Engines and Hover Engines thrust with mouse wheel or by Control Panel, WASD keys controls correction engines only
  • Additional parameters in the spaceship config file (engine thrust, hyperdrive, aerodynamics)
  • Improved autopilot: orientation commands (Prograde, Retrograde etc), and automatic hyperjump to selected body
  • Simulation and Orbital physics modes for spaceships (unfinished, switch modes on the Spaceship Control panel)
  • Static Keplerian orbit mode for space stations artifical satellites
  • Improved warp bubble effect

  • Improved life classification: new types of lifeforms and biomes, various types of worlds to handle life, new script parameters
  • Reduced density of stellar remnants (black holes, neutron stars and white dwarves)
  • Updated exoplanets catalog
  • Improved star calculator (computing of required parameters based on some parameters given in the script)
  • New parameter Msini (M*sin(i)) in the planet script - used instead of Mass for exoplanets with only M*sin(i) known
  • Procedural generation of orbital inclination in the catalog system for planets with unknown inclination, based on planets with known inclination
  • Computing of actual mass of a planet based on given M*sin(i) and generated orbital inclination
  • New parameters in the planet script - discovery method, discovery date and date of last data update
  • New lines in the planet info table - discovery method, discovery date and M*sin(i)
  • Implemented "HH MM SS" or "DEG MM SS" format for RA and Dec for galaxies, star clusters and nebulae
  • New Vesta, Mercury and Saturn textures and landscape
  • New galaxy and nebula models
  • Increased turbulence on clouds of procedural gas giants

  • Updated GUI tables appearance
  • Updated Display Settings menu: options for toggle to fullscreen, choosing fullscreen and windowed mode resolution, VSync, anisotropy level
  • Variable column width in the Star Browser's table
  • Green text in the Solar System Browser indicates that an object has life or satellites with life
  • Updated localizations and added new ones
  • FPS counter is enabled or disabled via console command "FPS"
  • Changed color of orbits, markers and labels for dwarf planets and dwarf moons
  • Onscreen keyboard help info in the Edit mode
  • Some improvements in the Planet Editor

  • Capturing video with GUI by pressing [Ctrl]+[F9]
  • Sliders in the planet editor are not scrolled with mouse wheel
  • Close button on the Solar System Browser window
  • FOV is taken into account when choosing the camera position behind the ship in the Game mode
  • "Look around" by holding the middle mouse button; on release, camera returns to original view
  • Improved Controls settings menu: binding keys and mouse axis, independant bindings for planetarium and spaceship controls modes

  • Terrain detail texture atlases are merged into a single atlas
  • Configurable color palettes for procedural planets
  • Automatic calculation of the offset of the ship model to make it perfectly centered
  • SpaceEngine's window saves its size, position and fullscreen state in the config and restores them in the next launch
  • New magnitude function in the Map Mode: easy to find dim stellar objects
  • Supporting RGBA diffuse textures for ships with per-pixel specular power in the alpha channel
  • Supporting RGBA color specular textures for ships with per-pixel specular power in the alpha channel
  • Supporting RGB color emissive textures for ships
  • Experimental support of the logarithmic Z-buffer
  • Exit screen texture saved to the config folder
  • The stars120k.txt file is renamed to stars120k.cfg

    Bug fixes:
  • Fixed a "poor terrain textures" bug (incorrect indices of detail textures on procedural planets)
  • Fixed a bug with generating worlds with life only in multiple star systems
  • Fixed a bug with setting "StarProcBifurcation false" in the config disables procedural binary and multiple stars
  • Fixed a "boring planets" bug and "deserted terra with life" bug
  • Fixed too low and too high altitude of clouds on some planets
  • Fixed a bug with impossibility to disable the VSync
  • Fixed a bug with moons counter in the Wiki's General info tab
  • Fixed a bug with moons with life counter in the planet's info table
  • Fixed a bug with incorrect star multiplicity counter
  • Fixed a bugs with the nearest star searcher (in star clusters and galactic halo)
  • In the Map Mode, the Star Browser performs search around the map center, not around the current camera position
  • Removed double slash in the message "Saving screensots//"
  • Removed duplicate of Fomalhaut
  • Removed "Fomalhaut B" name of star TW PsA/Gliese 879
  • Fixed some other mistakes in catalogs
  • Fixed wrong luminosity (0.9) of the Sun in the info table and in the Wiki
  • Fixed artifacts when window is stretched on a bigger or a secondary monitor
  • Fixed bugs with fish eye projection
  • Fixed various bugs in the Star Browser
  • Fixed a rendering slow-down after using the Star Browser
  • Fixed a crash in Search By Name menu when entered a name of non existing star in a star cluster
  • Fixed wrong axial tilt info of Earth and other barycenter-orbiting planets
  • Fixed wrong obliquity parameter in exporting of the planetary system script
  • Fixed the absolute magnitude of the Halley's comet
  • Fixed a crash when turning on rendering of a spacecraft trajectory
  • Fixed a bug where "Warm ice world" was printed as "Warm ice giant"
  • Controls settings menu and right-click context menu changes localization properly
  • Fixed a typo on the coordinate grid labels
  • Fixed incorrect camera orientation on start if the last bound object was a spaceship
  • Fixed some VRAM cache issues (blinking stars, etc)
  • Fixed the music player
  • Fixed small blurriness of font and GUI
  • Fixed galaxy orientation problems
  • Restored clouds bump
  • Fixed a bug with no cyclones on gas giants
  • Fixed asynchronous loading of shaders
  • Fixed a bug with a black dot rendered above the star in the "Points" mode
  • Fixed a bug with bright blue stripes in evaporating planet tail
  • Fixed appearance of wrong textures on planets during loading/generation
  • Fixed a bug with wrong positioning of the camera relative the ship during hyperjump
  • Fixed inability to select a moons inside the planet's shadow
  • Fixed discontinuity in normal map lighting on a ship models

    Star browser: generation of a systems is moved to parallel threads. Now it uses all the CPU cores, filling the table is faster in a few times (depending on the number of additional cores), FPS is not affected. Maximum count of stars in increased to 10000. On the Core i7 @3.8 GHz, all 10000 system is generated in 30 seconds (7 threads for the generator and 1 thread for the renderer).

    Planets: patch size is returned back to 256x256. Fixed a bug with incorrect indexing of a tiles in the the texture atlas, because of which the entire planet used only snow tiles (although they are correctly colored). Two atlases terra_pack.png and desert_pack.png are combined into one planet_atlas.png, which is slightly increased the speed of landscape generation.

    Implemented a "smart" blending of textures. Until this, they are used simply blending into each other: the grass seems to shine through the sand:

    The "smart" blending takes into account the height of the pixels in the texture, that provides a more natural-looking transition. The grass now is visible in the folds of the sand, gradually eroding:

    The effect even more natural on the rocks:

    I've experimented with a detail noise on the rendering stage. It allows to bring the level of detail down to millimeters, although it looks somewhat primitive. But at this stage it is still better than nothing:

    boyan3001Date: Monday, 27.05.2013, 13:04 | Message # 2
    Group: Users
    Messages: 45
    Status: Offline
    Good improvements! Espacialy that detailed noise level. I think that terrain generator needs more attention in this phase, as it result in more eye candy rendering - and that attracts people at first.
    Now, one question... what will do if you make different shader for surface details? Details at scale about one meter or less. So, when you land and look at surface at close, you can see different pattern than on macro scale.
    Also, some small rock generator will be helpful for rendering more realistic surface.

    Destructor1701Date: Monday, 27.05.2013, 13:43 | Message # 3
    Group: Users
    Messages: 530
    Status: Offline
    Wow, that blending tweak makes SUCH a difference!

    FlugcojtDate: Monday, 27.05.2013, 14:10 | Message # 4
    Group: Users
    Messages: 40
    Status: Offline
    Aww, it just look awesome!
    Cant wait for it smile

    DoctorOfSpaceDate: Monday, 27.05.2013, 18:10 | Message # 5
    Galaxy Architect
    Group: Global Moderators
    Messages: 3532
    Status: Offline
    Looks great so far, keep up the good work. cool

    Intel Core i7-5820K 4.2GHz 6-Core Processor
    G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
    EVGA GTX 980 Ti SC 6GB
    SalvoDate: Monday, 27.05.2013, 19:30 | Message # 6
    Star Engineer
    Group: Local Moderators
    Messages: 1380
    Status: Offline
    Awesome! Now it's more realistic, I liked the old method too, a mix of two whould be nice but impossible to implement smile

    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...)
    werdnaforeverDate: Monday, 27.05.2013, 22:34 | Message # 7
    World Builder
    Group: Users
    United States
    Messages: 896
    Status: Offline
    Next will be procedural 3d models of specs of dust, pebbles, grains of sand, and blades of grass. The movements of all will be controlled by a physics simulator. You can walk around in the sand and leave footprints. Someday.

    These improvements are looking amazing. smile The noise for the millimeter level detail looks very promising. Perhaps there are various ways to implement this for different types of surfaces. Perhaps there are various types of patterns that can be generated.

    i7-6700 • GTX 970M (6 GB) • 64 GB RAM
    Red_RiverDate: Monday, 27.05.2013, 23:57 | Message # 8
    Group: Users
    Messages: 56
    Status: Offline
    it's time for me to upgrade my 'puter. all that eye candy is gonna cost me eventually ;(

    Billy_MayesDate: Tuesday, 28.05.2013, 01:31 | Message # 9
    Group: Users
    Messages: 485
    Status: Offline
    Ooo, this looks very pretty! Can't wait for 0.97.1. (By the way, isn't the title supposed to be Work progress 0.97.1?)

    AMD Phenom II X4 955 3.2 GHz Quad-Core - AMD Radeon HD 6950 2GB VRAM - 4GB RAM - 1680x1050 75 Hz Samsung screen

    Edited by Billy_Mayes - Tuesday, 28.05.2013, 01:33
    HarbingerDawnDate: Tuesday, 28.05.2013, 01:47 | Message # 10
    Cosmic Curator
    Group: Administrators
    United States
    Messages: 8709
    Status: Offline
    Quote (Billy_Mayes)
    isn't the title supposed to be Work progress 0.97.1?

    No, it's Look at the changelog in your SE docs folder to see how the versions are numbered.

    All forum users, please read this!
    My SE mods and addons
    Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
    LiveLife42Date: Tuesday, 28.05.2013, 02:59 | Message # 11
    Group: Users
    United States
    Messages: 271
    Status: Offline
    I'll be looking forward to this smile

    PC: Intel Core i7-3770K o/c 4.6 Ghz Quad Core, 16GB DDR3 o/c 1866 Mhz, EVGA GeForce 980Ti with 6GB VRAM
    DwardenDate: Tuesday, 28.05.2013, 09:15 | Message # 12
    Group: SE team
    Czech Republic
    Messages: 63
    Status: Offline
    very pleased to see such improvement smile keep up great work ...

    Ideas are like ocean w/o borders!
    smjjamesDate: Tuesday, 28.05.2013, 15:47 | Message # 13
    World Builder
    Group: Users
    United States
    Messages: 913
    Status: Offline
    Quote (HarbingerDawn)
    Quote (Billy_Mayes)
    isn't the title supposed to be Work progress 0.97.1?

    No, it's Look at the changelog in your SE docs folder to see how the versions are numbered.

    Well, we DO call it 0.97, and yes I get it about the version numbering.

    Anyways, the new terrain blend and detail looks pretty good. I wonder how it'll look for worlds (and moons) without life on them.

    DisasterpieceDate: Tuesday, 28.05.2013, 21:36 | Message # 14
    World Builder
    Group: Users
    United States
    Messages: 640
    Status: Offline
    Quote (smjjames)
    Anyways, the new terrain blend and detail looks pretty good. I wonder how it'll look for worlds (and moons) without life on them.

    This is Space Engine, it'll look tasty as usual.

    I play teh spase engien
    HarbingerDawnDate: Tuesday, 28.05.2013, 21:55 | Message # 15
    Cosmic Curator
    Group: Administrators
    United States
    Messages: 8709
    Status: Offline
    Quote (smjjames)
    I wonder how it'll look for worlds (and moons) without life on them.

    Moons are worlds...

    All forum users, please read this!
    My SE mods and addons
    Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
    Forum » SpaceEngine » Archive » Work progress
    Page 1 of 411234041»