Terrain engine upgrade #4

This is the last blog post in this year, obviously)) A month ago I started a new experiment - splitting detail textures into two sets: Material (soil) textures, which are used at a centimeter-scale levels. These are sand, pebbles, grass etc textures. Sample textures, which are used...

PBR rendering #1

Duke experimenting with the PBR - physically-based rendering, combined with IBL - image-based lighting. In order to integrate this in SE, I added support of PBR textures set for ships, ability to specify if the material requires the environment map, and implemented a pre-filtering pass...

Christmas announce

I know it was a long time since previous blog post. I've worked really hard past month, sometimes without weekend. A three major topics of my recent work are: - Continued work on a new terrain generation and rendering. - Experimental PBR rendering of the ship models...

Terrain engine upgrade #3

This will be a large post, so first I'll dilute the wall of text with a screenshots of new landforms, recently added to the engine. They are based on Rodrigo's mods, so far I added the rivers and rifts (faults) for desert planets. Parameters for...

Reflections

This is a beginning of work on PBR (Physically-based rendering). SE already generates environment maps for ships - they are used in the warp drive distortion effect shader. But they can be used in the IBL (Image-based-lighting) of ship models. Screenshots below shows simple mirror...

HarbingerDawn’s Updates #1

Hi, HarbingerDawn here. I'm a SpaceEngine team volunteer who sometimes makes contributions to SE's code. Today I'll be talking about some of the work I've done for the upcoming version, 0.9.9.0. Atmospheres I have made many changes to how SE chooses atmosphere models and atmosphere hue and...

New video

LifeLive42 made a new video, enjoy!...

Terrain engine upgrade #2

I continue to work on the updated terrain engine. Today I will tell you more about detail textures. So far, for texturing the landscape, SE has generated or loaded from disk 4 kinds of textures for each block of terrain (I will call them "maps" for...

Terrain engine upgrade #1

The view from 1.5 meters altitude I recently started upgrading the terrain engine. This is necessary work for the integration of the new planet classification system. The procedural generator uses a special file (palette.cfg) to assign "coloring" (a palette) to the generated planets. For each class...

HarbingerDawn’s stream #11

New features shown: new planet classes, composition of alien seas, new close-up terrain textures (WIP)...