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Forum » SpaceEngine » Archive » Work progress 0.97
Work progress 0.97
Jeroll3dDate: Tuesday, 04.12.2012, 22:41 | Message # 391
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Cool - phisics in procedural planet? Great. Every day a good surprise. yahoo

Good work. moil
 
smjjamesDate: Tuesday, 04.12.2012, 23:28 | Message # 392
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Quote (Jeroll3d)
Cool - phisics in procedural planet? Great. Every day a good surprise. yahoo


I think you might be making the same mistake I did, Space Engineer said that he was just testing out stuff with models with multiple textures and he just happened to use a car, there is no new physics or anything. (although the current physics in game mode might still allow you to kind of drive).





 
SpaceEngineerDate: Tuesday, 04.12.2012, 23:40 | Message # 393
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Latest updates:

  • The [End] button rotates camera horizontally
  • Importing ships models in the OBJ fromat with material and multiple textures
  • Cache for textures and models

    So I finished the cache for (ships) textures and models. Now it is possible to use models that share the same textures, and each unique texture will be stored in the video memory only once. And unlike SE 0.96, now it is possible to use many copies of a single ship (i.e. making a fleet of shuttles or starships etc), and its model get stored in video memory only once too - each copy of the ship will use the same model. Ships textures and models cache are now included into SE memory manager, so SE now automatically unloads unused models and textures when video memory is free and needed for loading new stuff (planetary textures, galaxies, new ships, etc).

    These screenshots show a fleet of all models I use now with 4 copies of one very huge ship. Its model has almost 1 million triangles and uses 104 Mb of VRAM, however it is stored only once, so these 4 ships use only 104 Mb. All these ships uses 258 Mb for models and 152 Mb for textures - now we see how important it is to avoid multiple copies of textures in memory.

    The size of models will be significantly reduced when I implement the ship constructor. Now every fuel tank, every engine nozzle, every support beam is made of its own polygons. But in the constructor ships will be made by a few dozen main parts, and each part will have its own model, stored in the memory only once.

    The next step is making a possibility of dynamically adding and removing space ships. I'll make a simple interface with the buttons "create ship here" and "destroy ship".

    Good news for modders - now SE supports importing models from the OBJ format with the material library (MTL), So SE now supports multiple textures per model, and you don't need to make a single texture atlas. It is possible to even have no textures in some parts of the model, just the color materials, and still have a good looking model (one car in the screenshot uses no textures).

    Huge ships:



    Small ships. Cars are just a test for importing new code. That weird stuff with two spheres and boxes is a (single) test model too - it shows that smoothing of normals are working right (one sphere is smooth, while the second shows flat triangles).



    *
    Attachments: 8016586.jpg(286Kb) · 8906894.jpg(143Kb)





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    DoctorOfSpaceDate: Wednesday, 05.12.2012, 00:25 | Message # 394
    Galaxy Architect
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    Quote (SpaceEngineer)
    Good news for modders - now SE supports importing models from the OBJ format with the material library (MTL), So SE now supports multiple textures per model, and you don't need to make a single texture atlas. It is possible to even have no textures in some parts of the model, just the color materials, and still have a good looking model (one car in the screenshot uses no textures).


    YES biggrin

    Oh man that will save me so much time





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    smjjamesDate: Wednesday, 05.12.2012, 01:12 | Message # 395
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    Quote (DoctorOfSpace)
    when I implement ship constructor.


    I don't know if you actually did say this, but will we be able to import custon shapes to use in the ship constructor and perhaps save shapes that you often use? The future ship constructor sounds pretty cool.





     
    Jeroll3dDate: Wednesday, 05.12.2012, 01:31 | Message # 396
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    Nice. Very easy to export from my software 3d in OBJ format. Great! happy
     
    MestarianDate: Wednesday, 05.12.2012, 07:54 | Message # 397
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    Awesome job so far with the ships! happy

    I do have another question. For the Wiki system will we be able to have the option to see the chemical composition of the atmosphere? For instance we could have percentages of all the different gases put in some kind of list or table which can be opened under the Atmospheric section. (I'll use earth as an example below). I understand their may not be room to just throw it in there so I was thinking of having different pages or tabs of some kind for all the basic information on that planets atmosphere. Just some ideas I thought of but wasn't sure if it was already being implemented into SE.

    Example:

    Gas, Volume

    Nitrogen (N2), 780,840 ppmv (78.084%)
    Oxygen (O2), 209,460 ppmv (20.946%)
    Argon (Ar), 9,340 ppmv (0.9340%)
    Carbon dioxide (CO2), 394.45 ppmv (0.039445%)
    Neon (Ne), 18.18 ppmv (0.001818%)
    Helium (He), 5.24 ppmv (0.000524%)
    Methane (CH4), 1.79 ppmv (0.000179%)
    Krypton (Kr), 1.14 ppmv (0.000114%)
    Hydrogen (H2), 0.55 ppmv (0.000055%)
    Nitrous oxide (N2O), 0.325 ppmv (0.0000325%)
    Carbon monoxide (CO), 0.1 ppmv (0.00001%)
    Xenon (Xe), 0.09 ppmv (9×10−6%) (0.000009%)
    Ozone (O3), 0.0 to 0.07 ppmv (0 to 7×10−6%)
    Nitrogen dioxide (NO2), 0.02 ppmv (2×10−6%) (0.000002%)
    Iodine (I2), 0.01 ppmv (1×10−6%) (0.000001%)
    Ammonia (NH3), trace
     
    VinnyDate: Wednesday, 05.12.2012, 08:11 | Message # 398
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    Hi, SpaceEngineer!!

    Space engine is looking really good!!

    Cheers,
    Vincent
     
    WatsisnameDate: Wednesday, 05.12.2012, 09:47 | Message # 399
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    Quote (SpaceEngineer)
    The [End] button rotates camera horizontally


    Excellent, that will be very useful. Thanks! smile





     
    SpaceEngineerDate: Wednesday, 05.12.2012, 10:04 | Message # 400
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    Quote (Mestarian)
    I do have another question. For the Wiki system will we be able to have the option to see the chemical composition of the atmosphere?

    No, chemistry is still not implemented.





     
    ZolipariaDate: Wednesday, 05.12.2012, 14:43 | Message # 401
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    Will chemestry be implemented sometime in the future?
     
    smjjamesDate: Wednesday, 05.12.2012, 16:26 | Message # 402
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    Quote (Zoliparia)
    Will chemestry be implemented sometime in the future?


    Even though it's not specifically stated in the to do list, he does want to apply chemisttry to atmospheres for more realistic atmospheres.





     
    Jeroll3dDate: Wednesday, 05.12.2012, 16:48 | Message # 403
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    Sorry for my question - moderator can delete if the question no is apropriate to post. smile

    Any modification in control Ship or camera Ship?
     
    SalvoDate: Wednesday, 05.12.2012, 22:58 | Message # 404
    Star Engineer
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    Quote (SpaceEngineer)
    It is possible even to have no textures in some parts of model

    Yes! That's nice! I don't usually apply texture to every single object of the model, because i would spend a lot of time, this could realy make modding simpler 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...)
     
    HarbingerDawnDate: Sunday, 09.12.2012, 05:15 | Message # 405
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    Originally posted by SpaceEngineer on the Russian forum










    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
     
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