Ultimate space simulation software

 
User avatar
VoyagerX
Observer
Observer
Posts: 11
Joined: 18 Mar 2017

Work progress 0.9.8.1 = 0.9.9.0

26 Dec 2017 08:26

SpaceEngineer your work is admirable congratulations!..
 
User avatar
Mouthwash
Explorer
Explorer
Posts: 164
Joined: 22 May 2017

Work progress 0.9.8.1 = 0.9.9.0

26 Dec 2017 12:22

So there's going to be walking around? Just how interactive will this be?

I am also glad that the project is finally getting some recognition. 8-)
Last edited by Mouthwash on 27 Dec 2017 05:00, edited 1 time in total.
 
User avatar
Cesare
Space Tourist
Space Tourist
Posts: 32
Joined: 15 Jun 2017
Location: Bournemouth
Contact:

Work progress 0.9.8.1 = 0.9.9.0

26 Dec 2017 22:41

I like the Christmas update on the continued work on terrain.
Cesare Vesdani
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 696
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

27 Dec 2017 01:23

 
User avatar
Quarior
Pioneer
Pioneer
Posts: 352
Joined: 11 Oct 2016
Location: Local Universe/Laniakea/Virgo SC/Local Group/Via Lactea/Orion–Cygnus Arm/Sol System/Gaia
Contact:

Work progress 0.9.8.1 = 0.9.9.0

27 Dec 2017 04:03

SpaceEngineer wrote:

Nice work. Beautiful effect and nice damage effect (is the begin).
Good work and continuation.
 
User avatar
PlutonianEmpire
Pioneer
Pioneer
Posts: 395
Joined: 02 Nov 2016
Location: MinneSNOWta
Contact:

Work progress 0.9.8.1 = 0.9.9.0

27 Dec 2017 11:50

SpaceEngineer wrote:

Woah, that's beautiful! Great work as always! :D

Will there be options to switch between high quality and low quality, like with the Warp, BH, and Aurorae settings?
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 :( )
 
User avatar
SCtester
Space Tourist
Space Tourist
Posts: 21
Joined: 05 Apr 2017

Work progress 0.9.8.1 = 0.9.9.0

27 Dec 2017 12:13

The new PBR rendering looks really good! I wonder if it could work on more things than just ships - possibly something similar could be applied to water to give it proper reflections? 

Also, it's great to know that the main menu is now fully customizable. It's my dream at some point for all of the GUI to be totally customizable like that! (I'm guessing that would be hard to implement though)
 
User avatar
Solaris_
Observer
Observer
Posts: 18
Joined: 03 Nov 2016
Location: China

Work progress 0.9.8.1 = 0.9.9.0

27 Dec 2017 20:07

SpaceEngineer wrote:

Will this effect be used on the ocean's shader?
I'm always ready to see news,regardless what is it.
 
User avatar
Cesare
Space Tourist
Space Tourist
Posts: 32
Joined: 15 Jun 2017
Location: Bournemouth
Contact:

Work progress 0.9.8.1 = 0.9.9.0

27 Dec 2017 20:53

I hope so. This effect should be used on ocean shader to make water reflective.
Cesare Vesdani
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 696
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

28 Dec 2017 01:56

No, it can't. This method relies on an environment map (aka skybox), this mean that object must be small compared to the environment. Water itself is a part of environment, how would you render a skybox for it? Water reflections are implemented by other methods (a second pass with a mirrored camera, or a screen-space reflections).
 
Przeszczep
Observer
Observer
Posts: 5
Joined: 03 Dec 2016

Work progress 0.9.8.1 = 0.9.9.0

28 Dec 2017 05:33

[quote="SpaceEngineer"]Another blog post:
[url=http://spaceengine.org/news/blog171227/]http://spaceengine.org/news/blog171227/[/url][/quote]
So SE is going to use the metalness workflow. Do you think the sacrifice of dielectrics reflectivity control is worth the reduced texture size? Also, do dielectrics use the standard 4% reflectivity?
 
User avatar
Maurício Cruz
Space Tourist
Space Tourist
Posts: 27
Joined: 06 Feb 2017

Work progress 0.9.8.1 = 0.9.9.0

28 Dec 2017 07:10

Reflections not use the light-map of another object near this yet, right?
Pluto taught us at least how creative the universe could be (DOCUMENTARY)
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 696
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

28 Dec 2017 11:07

Przeszczep wrote:
Source of the post So SE is going to use the metalness workflow. Do you think the sacrifice of dielectrics reflectivity control is worth the reduced texture size? Also, do dielectrics use the standard 4% reflectivity?

All this is still in experiment stage.
Maurício Cruz wrote:
Source of the post Reflections not use the light-map of another object near this yet, right?

SE doesn't have light maps. And no, ships does not reflect each other, nor their own parts. Don't expect ability to make an infinite mirror corridor.
 
User avatar
6nop6nop
Observer
Observer
Posts: 3
Joined: 14 Dec 2017

Work progress 0.9.8.1 = 0.9.9.0

28 Dec 2017 13:57

So ships are invisible if looking at them in the reflection of something shiny?
 
User avatar
Cesare
Space Tourist
Space Tourist
Posts: 32
Joined: 15 Jun 2017
Location: Bournemouth
Contact:

Work progress 0.9.8.1 = 0.9.9.0

28 Dec 2017 21:24

The PBR rendering sounds very interesting. I am not sure why a gun called Cerberus would make it into Space Engine. What does guns have to do with Space Engine? I don't understand.
Cesare Vesdani

Who is online

Users browsing this forum: No registered users and 1 guest