Search found 38 matches

by sturnclaw
Sun Jul 07, 2019 4:51 pm
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 295

Re: PBR Rendering Rewrite

Dual Licensing is possible, with caveats: https://softwareengineering.stackexchange.com/questions/331846/dual-license-with-gpl-and-a-closed-source-license https://en.wikipedia.org/wiki/Multi-licensing I think the problem might arise where it goes into Pioneer, one of us adds too it (GPL), then you'...
by sturnclaw
Thu Jul 04, 2019 4:51 pm
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 295

Re: PBR Rendering Rewrite

Clustered forward is cool, you might need to be aware that we do some crazy things with scale and position for planets/stars because we don't have an infinite z-depth ( despite using logarithmic z-buffer ) which can be seen here and here that mgiht affect using z-partitioning schemes. Sounds cool Y...
by sturnclaw
Mon Jun 24, 2019 1:12 pm
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 295

Re: PBR Rendering Rewrite

Does "no shadows" mean the eclipse in Hades system will be broken? I think, in a space game like pioneer, shadows (from planets, moons, space stations, ships), is more noticeable/important than ship textures & decals, which you only see in rare occasions, like when you buy your ship, I guess? (I ho...
by sturnclaw
Mon Jun 24, 2019 3:15 am
Forum: Projects
Topic: PBR Rendering Rewrite
Replies: 7
Views: 295

PBR Rendering Rewrite

After doing a significant amount of evaluation and reading, I think I'm ready to lay down some specifics on the planned rendering rewrite. I've identified the new workflow, figured out how to implement it, and I think I've got a fairly good grip on how I want to implement the higher-level C++ API fo...
by sturnclaw
Thu May 30, 2019 8:44 pm
Forum: Projects
Topic: Future rendering topic
Replies: 13
Views: 3946

Re: Future rendering topic

I came across this really interesting project the other day regarding renderer architecture, https://github.com/azhirnov/FrameGraph/ , as well as this presentation on Frostbite's rendering . The way our current rendering architecture works is kind of a pain, as the code responsible for actually rend...
by sturnclaw
Mon May 27, 2019 12:57 am
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 107
Views: 95364

Re: Code inspiration and rendering resource

I've got a really nice, completely incomprehensible post on better terrain texturing that we really should use if it's as cheap as I think it is: http://johnwhigham.blogspot.com/2015/03/derivative-mapping.html describes using a derivative map for better procedural surface normal variation on planets...
by sturnclaw
Sun May 26, 2019 9:17 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 107
Views: 95364

Re: Code inspiration and rendering resource

Additionally, here's an implementation resource on VSM (variance shadow maps), an alternative to PCF soft-shadowing. https://www.fabiensanglard.net/shadowmappingVSM/
by sturnclaw
Sun May 26, 2019 9:16 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 107
Views: 95364

Re: Code inspiration and rendering resource

These have likely been posted before, but here's a really useful resource about better tree rendering which we'll definitely want to implement or crib from when we do planetary foliage: http://graphics.uni-konstanz.de/publikationen/Luft2006ExpressiveIlluminationFoliage/Luft2006ExpressiveIllumination...
by sturnclaw
Sat Apr 27, 2019 11:06 pm
Forum: Pioneer development
Topic: HUD and UI ideas - mockups
Replies: 83
Views: 55659

Re: HUD and UI ideas - mockups

I'm posting another set of mockups, this time for the InfoView. We're looking at moving the InfoView away from a full-screen View and splitting it into several dockable windows, displayed in the main Game View, either free-floating or in one of several re-sizable docks.

Image
Full album here
by sturnclaw
Thu Mar 21, 2019 4:23 am
Forum: Ship and 3D asset development
Topic: Auronox Corp - Sador Heavy Fighter
Replies: 8
Views: 1369

Re: Auronox Corp - Sador Heavy Fighter

I was never quite a fan of the initial Sador design for numerous reasons, the chief of which was that it always felt like a flying saucer got stretched out and had wings slapped on. Today, I got some free time and took a crack at redesigning the airframe. I may have erred a little too far on the sid...