I've spent the last few weeks working on a new procedural tree generator. Same six parameters as before: age, surface gravity, apparent solar luminosity, moisture, solar spectrum/peak wavelength, and average global temperature. They interact to affect the shape, size and color of the trees, as ...
As a long-time user of Spaceengine, I was very happy to see the last two news articles.
I was wondering, how is the work on atmospheres going? SpaceEingineer's post from 16 March 2021 seems not to have been implemented yet. Will it have to wait until 3D clouds are fully implemented?
I still didn't start work on a proper support of GAIA data. The main problem is that SE require spectral class for every star, but GAIA data doesn't have this. It is possible to change engine so that it will use only observable data to generate procedural systems (i.e. luminosity and B-V). The other ...
This method will cause artifacts on tile edges. May be noticeable on high-contrast textures. The correct method is combining old tiles back to WAR using the glue.exe (you must configure it to regect 1-pixel-wide outside borders which old tiles use), and then convert six RAW cubemap faces to tiles ...
This is just a new algortihm for general sharpness, not especially the galaxies. I asked Vladimir if he could keep the old one available because the new one can has unwanted effects on some config/resolution. Galaxies/nebulae have theor own sharpness pass, but it was disabled, because the global ...
This is not beacuse new algorithm has lower sharpness limit (well, it has, because values > 1 are not allowed because of graphical glitches). The thing is that galaxy/nebula rendering used its own sharpness pass, but in 1955 I switched it off. Because otherwise skybox/impostor nebulae will be ...