The character have not problem because I can’t see the foot. But is work in progress so is the starting for implement character model ?
The character have not problem because I can’t see the foot. But is work in progress so is the starting for implement character model ?
Wonderful. Now we need some procedural rocks for more realism and better visual.This is some early screenshot:
scr00840.jpg
Not before shadows, I hope. Procedural rocks and stuff without casting shadows would look worse than these ground textures do, I think.
Agreed. In terms of detail level, the next step after detail textures should be shadows cast by objects including terrain (hopefully with a unified system that does both terrain self-shadowing and everything else), which would make the views from SE even more spectacular. That said, the detail level with these new textures is already very very impressive.
Generation of procedural star/cluster/nebula/galaxy locations and the generation of planetary systems are multi-threaded, and will use as many threads as you have (I have 16 threads and SE uses all of them). Most other things are single-threaded. So to get the most out of SE you need a CPU that has both good single-thread performance and many threads. Intel Core i7 and AMD Ryzen 5 and 7 would perform very well with SE, though I never noticed any slowdowns when using my old Phenom II X6 1090T.
The astronaut picture is just for reference.
Yes. When the volumetric nebulas be added, the proplanetary disk and black hole accretion disk will be added.This is truly looking amazing! The game is getting so detailed, and almost any computer can run this! Thanks! Will 3D accretion disks be added in the future?