New promo-video

Author is LiveLive42. I recommend to watch other videos on his youtube channel....

Blog post of 28 June 2017

Bunch of recent updates (after Saturn-like rings): - Uranus-like narrow rings around procedural planets - Updated impostors system for galaxy/nebula rendering - Editor for raymarched nebula - Fully customizable shader for raymarched nebulae: config file describes parameters/uniforms, which automatically added to the shader, editor and scripts - When the Solar...

Friday Stream – UTC 8pm

Don't Miss New Features and Mods Highlights On Friday we are planning to showcase a pre-release build with recent UI, nebula updates and other improvements. This will be an interactive live stream where members of the chat can make suggestions about what we should show or do. [no_button...

Blog post of 16 May 2017

Made some adjustments in code, now it's easy to make a base as a static ship. New types of celestial objects added - "Object", "Spacecraft", "Structure", "Artifact", used to describe a static ship/building as a fictional "planet" in a planet catalog. You have to describe your object...

Blog post of 12 May 2017

New UI skin. Based on a sketch made by this guy. In addition to the design itself, some technical innovations were added: blurring of the background under the dialog boxes and shadows. Blurring is very easy to do - the window is drawn by a special...

Blog post of 20 April 2017

Added ability to reduce illumination color saturation. It is a kinda fake white balance adaptation. Real white balance adaptation as a post-process will make all planets looks like Earth, with distorted colors of the star sky, This is not what I want from SpaceEngine. But...

Blog post of 15 April 2017

I am still working on HDR, also added some post-processing filters, like sharpness, saturation, color vibrance. And I remade the settings menu, combining them into a single huge menu with tabs (excluding keys/mouse). Not sure if I should merge keys/mouse settings there as well. Here are...

Blog post of 17 March 2017

Continue developing post-effect shaders. First, simple color enhancement. Will be configurable. Next, the effect called pseudo lens flare. Flares inherits the shape of the light source. Any light source now can generate flares, even brightly illuminated object. Effect is fully integrated into the engine: added preset config files similar...

Blog post of 12 March 2017

Recently I have working on a proper HDR with autoexposure, and adding a new shiny bloom effect. In process, improved quality of MSAA, and many other things. Now, finally, SE is able to display very large difference of brightmess, and true relative brightness of objects. Earth...