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Forum » SpaceEngine » Archive » Work progress and public beta test - 0.9.7.4
Work progress and public beta test - 0.9.7.4
cdmorris1971csDate: Saturday, 29.08.2015, 02:35 | Message # 421
Space Tourist
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Add Vulcan.
 
AlekDate: Saturday, 29.08.2015, 04:47 | Message # 422
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Quote cdmorris1971cs ()
Add Vulcan.


Vulcan isn't real, so you have to get the mod for it and it's system...





Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
 
IdgeliosDate: Saturday, 29.08.2015, 09:29 | Message # 423
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Just find a warm desert planet with life and rename it Vulcan.

There's your Vulcan.
 
JackDoleDate: Sunday, 30.08.2015, 10:21 | Message # 424
Star Engineer
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Sometimes I get something like this in SE 0.974.5:





But it can not be repeated, when I reboot SE, everything is normal.

Attachments: 5877366.jpg(163Kb) · 9443296.jpg(113Kb) · 5891739.zip(9Kb)





Don't forget to look here.

 
SpaceEngineerDate: Sunday, 30.08.2015, 21:41 | Message # 425
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Recently I tried feature called reversed floating-point depth buffer. It worked on NVidia and AMD, didn't tested yet on Intel. It is similar to logarithmic depth buffer, but with full hardware supports and with no changes in shaders. It allows SE to use a single depth buffer for the entire scene, like in usual 3D games - this unocks a lot of possibilities, which SE can't use until now. For example, easy render of transparent objects between opaque, like orbital paths, or small moons inside rings. Fixing all issues with render order, like rings or aurora being rendered in front of space ship. Particle effects on planets and ships (smoke, clouds, rain etc). All modern algorithms which required access to the depth buffer (deferred shading, 3D water with distortion, SSAO, shadow maps(!), etc).

Orbits:


Ship on ballistic trajectory (ie in orbit intersecting planet surface - I can render a marker "Impact point" now!):


But the main and most epic feature of this is amazing precision of Z buffer. It's possible to sit on a nose of astronaut model while looking at mountains on distant planet, and no z-fighting! No more z-fighting on water shores and on clouds. Camera collision height can be reduced to fractions of millimeter, which allows implementing long-awaited "walking mode" (accurate collision detection is needed though).


Attachments: 8025484.jpg(352Kb) · 7090125.jpg(300Kb) · 9483089.jpg(308Kb)





 
form_d_kDate: Sunday, 30.08.2015, 23:27 | Message # 426
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This is the best thing ever. I want to say 'I love you', SpaceEngineer, but that would be inappropriate so I won't.
 
DeathStarDate: Sunday, 30.08.2015, 23:52 | Message # 427
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I feel like this is the beginning of a new Space Engine era...
 
AlekDate: Monday, 31.08.2015, 03:12 | Message # 428
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^^^




Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
 
WatsisnameDate: Monday, 31.08.2015, 04:03 | Message # 429
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Quote SpaceEngineer ()
No more z-fighting


That is sweet! smile





 
PlutonianEmpireDate: Monday, 31.08.2015, 06:39 | Message # 430
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Dang, that looks very nice! Great work indeed! biggrin




Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
 
zeroingDate: Monday, 31.08.2015, 07:26 | Message # 431
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Temperature calculation error
Attachments: 9833269.png(110Kb)
 
sinsforealDate: Monday, 31.08.2015, 09:56 | Message # 432
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Thats great space engineer!




"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
 
Brett001Date: Monday, 31.08.2015, 11:14 | Message # 433
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Fantastic news Vladimir! smile SE is the best!
 
n0b0dyDate: Monday, 31.08.2015, 11:16 | Message # 434
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Quote form_d_k ()
I want to say 'I love you'


You are not the only one who feels this way smile

Can't wait for this feature to be implemented !

Every new patch is a giant leap forward!
I think 0.9.7.4 will be the best SE version ever (until 0.9.7.5 arrives of course smile )
 
SalvoDate: Monday, 31.08.2015, 11:23 | Message # 435
Star Engineer
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OMG Vladimir, you're the best.

Quote SpaceEngineer ()
It allows to remove z-fighting artefacts on water shores, remove near plane clipping (so allows to approach to a space ship or planet surface to a distance of a few millimetres), allows to finally implementing particles correctly intersecting with planet surface (3d clouds, volcano eruptions, ship engines smoke etc). It allows to have a single z-buffer for the whole scene, which enabling possibility to implement shadows and deferred shading with all effects which it can introduce (hundreds of local light sources, 3d water with refractions, huge increase in atmospheric scattering performance, etc). Also, correct blending of large planet-scale particles with planets (comets tiles, and future accretion disks and jets). Did you think why I still don't implement all these effects? Because SE have too large scene scale to work with standard z-buffer.


This is amazing! SE became way more flexible! cry

Question: Do there are some disadvantages? Because... I don't know, Unity still uses normal z-buffer, and a lot of other engines too, why they don't use this one instead? wacko





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...)
 
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