Ultimate space simulation software

 
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VoyagerX
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26 Dec 2017 10:26

SpaceEngineer your work is admirable congratulations!..
 
Mouthwash
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26 Dec 2017 14:22

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 07:00, edited 1 time in total.
 
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Cesare
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27 Dec 2017 00:41

I like the Christmas update on the continued work on terrain.
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SpaceEngineer
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27 Dec 2017 03:23

 
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Quarior
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27 Dec 2017 06:03

Nice work. Beautiful effect and nice damage effect (is the begin).
Good work and continuation.
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PlutonianEmpire
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27 Dec 2017 13:50

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: STGAubron desktop PC; NVIDIA GeForce RTX 3060/PCIe/SSE2 12 GB Vram, Intel Core i7-8700 3.2 GHz, 12 cpus; 32 GB RAM; Windows 11 x64
 
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SCtester
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27 Dec 2017 14:13

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)
 
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Solaris_
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27 Dec 2017 22:07

Will this effect be used on the ocean's shader?
I'm always ready to see news,regardless what is it.
 
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Cesare
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27 Dec 2017 22:53

I hope so. This effect should be used on ocean shader to make water reflective.
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SpaceEngineer
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28 Dec 2017 03:56

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
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28 Dec 2017 07:33

[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?
 
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Maurício Cruz
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28 Dec 2017 09:10

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)
 
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SpaceEngineer
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28 Dec 2017 13:07

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.
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.
 
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6nop6nop
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28 Dec 2017 15:57

So ships are invisible if looking at them in the reflection of something shiny?
 
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Cesare
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28 Dec 2017 23:24

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.
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