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September 02, 2010

Vega Strike

Planets, a reality of the hard working

Earlier I posted about a dream I had.

Today I’m posting about a project I have.

Hopefully, soon I’ll be posting about the game we have.

There’s no discussion about it: my areas of expertise in game development are graphics, and sound. I did a tiny bit of sound earlier, with streaming support. I’ll be back in those realms eventually, to complete streaming support for music which won’t be immediately apparent to users but it’s an important step for the audio system. Anyway… I’ll be back with sound eventually, but right now I’ve been taking some time off sound to revitalize my mind. I did that by thinking about graphics this time :)

Yep… switching from task to task is recreational for me - it lets me come back afterwards with renewed ideas and energy. Is that weird? I don’t know… but that’s me.

So, I’ve been playing with planet shaders. I got them looking nice, as I posted earlier, and lately I’ve been hooking those shaders into the system generator. Sorry folks, but I have some bad news in that front:

It’s done.

You say bad news? Ftw?

Well, it’s bad news because for it to take effect (whenever I commit it, which I haven’t done yet) you’ll have to delete all your generated system files. Bummer. All the systems you thought you knew you know no longer.

Sadly, I don’t know of an alternative. There’s no easy way to add the shaders to existing systems, and there are tons of parameters to play with. Texture files have to be set, technique names, parameter overrides… all that is generated pseudorandomly once, and the result stored in a private folder of your system (close to where savegames are stored).

But hold on, there’s more bad news.

I’ve only done the terrestrial worlds. I’ve been working  hard to get gas giants, and although they look cool at the moment, I’m not entirely happy with either the looks or their performance right now.

So I’ll keep working on them, but I’ll commit the terrestrial planets so everybody can enjoy (and comment - feedback is the best development tool, second only to contributors). I may go ahead and tackle rocky planets and asteroids before I get the giants right… the technique I chose for the gas giants bring my GF9800GT to its knees. Knowing a lot of people play with Intel GMA, which is orders of magnitude slower, we certainly can’t afford a shader that renders a planet full screen at a blazing 10fps on that kind of hardware.

The bad news I’m talking about is that this process of deleting your generated system files will have to be repeated every time I commit new planet shaders (if you want them). Which I expect to happen more than once or twice. Sorry folks, it’s the price of progress.

With planet shaders come tons of engine improvements:

  • I finally found how to hook randomizable parameters to planets, so expect more variety than texture changes alone. I’ll probably play with other parameters that make up the looks of a planet, like cloud coloring and whatnot.
  • sRGB framebuffer support is increasingly important with the multipass techniques the planets use. sRGB framebuffers mean you’ll experience improved color reproduction and fidelity. In fact, part of the graphical appeal of the planet shots I’ve been posting come from accurate gamma correction. I’ll be transforming all the other shaders into using those accurate gamma-corrected techniques.
  • Shaders support preprocessor #includes. That sounds technical I know… but it means it will be easier to work on new shaders given that we’ll have a reusable “standard library”. In fact that’s where all the gamma-correction stuff resides.
  • The “reload shaders” hotkey was not working. Now it is :D (mostly) - I kind of needed the key to avoid having to relaunch VS hundreds of times while developing the shaders.
  • City lights and atmosphere glow is now part of a planet’s technique, and not weird hacks in system files. Crafting beautiful systems just got easier :D - the bad thing here is that they don’t work in shaderless systems. Sorry folks, but progress needs programmable shading, if you find yourself forced to disable shaders, VS will start to look uglier every release. I’ll struggle to keep it playable, though… just not pretty.

Well, I think that’s it with the features.

But those features need art.

I’m formally requesting help here… we have quite varied planet textures, but a lot of the “layers” in those planets are missing. We have tons of terrestrial worlds (forest, carribean, etc…), but they usually don’t have neither city lights nor cloud maps or normal maps!

City lights, though a bit unrealistic (in reality, the nightside looks completely black, city lights being just too faint against the bright sunny side), they add a lot of beauty to the scene. So from an artistic point of view, planets need city lights. Besides, they become a lot less faint once you fly up close to the planet (say, while docking).

Cloud maps are obviously important, just take a look at the screenshots, cloud maps are 80% of the beauty of terrestrial planets. 100% of gas giants, and 40% of desert planets. They’re important. Yet we only have one or two of good quality (high-res enough to be interesting and with the proper format). As soon as terrestrial planets become commonplace, this lack of variety will be very very evident. I’m working on techniques that, without adding tons of new cloud maps, will add some variety - but I still need help here… I need contributions in the form of varied and high-quality cloud maps.

Normal maps are in fact normal plus height maps. Normal goes in color, height in alpha. I may change the technique in order to better pack the textures (right now, normal maps cannot be compressed without loosing a lot of precision), but the fact is that absolutely no planet besides earth has a normal map. And that’s very, very bad. Rocky planets, from my musings on the subject, will base their entire looks on complex, interesting normal and height maps. Without them, rocky planets will be dull. Terrestrials can get away without normal maps, but if anyone cares to take a trip to Sol and visit earth, you’ll notice while flying up close how normal maps can actually increase the perceived level of detail when flying close to the surface.

So we need normal maps. I cannot produce them all - in fact I don’t know how to produce even one of them, all the tools nVidia and the other companies provide for authoring normal maps are windows-only :(

I’ll be more than glad to help any generous soul that sets on the task of producing any amount of normal maps for the planet types we already have in SVN. It’s not like ship normal maps. You can’t just draw a random black & white “greeble” bump map and be done, planets are actually all about topography. Of earth we have topographic maps (that’s where its normal map comes from). From mars kind of too. But for our made-up planets?

So my job is far from done, and I’m already asking for help. No wonder commercial games need millionaire budgets ;)

by klauss at September 02, 2010 07:31 PM

FreeGamer

Two FOSS gems

Ok today I have updates for two real FOSS gems. First of all the long promised update on ZeroBallistics: the former indi, now FOSS tank shooter. A few weeks ago thy made all the game (including even .blend model source files!) available under the GPLv2 (and the media also under CC-BY-SA) so even the most hardcore FOSS enthusiasts will be pleased :)

After some trouble compiling it (more on that later) I made a nice game-play video today (sorry for the low frame-rate, but my PC wasn't quite up to the task):

Pretty neat, isn't it? The developers are currently looking into getting their master-server and website back up running soon, but are also looking for more people to help them out!

There is especially one problem that needs to be solved however: Currently it still depends on the un-free Raknet3 for networking, so it's not possible to distribute GPL binaries. There is an older GPL version of Raknet2 which could be maybe used (we talked about it earlier), but it has its far share of problems too (f.e. broken 64bit support). Another project recently replaced it with their own enet wrapper, so maybe that could be also used. So if you know your coding, get into contact with the ZeroBallistics developers ASAP!

Summoning Wars 0.5.2 released

Speaking of Summoning Wars, they have just released their new version now with music and sounds (at least partially). Check out the game yourself (available for Linux, Windows or Mac)!

Edit: Here is a small video showing some features:

But for those that like more eye-candy, the next version with terrain system will for sure make you look again. Besides with upcoming new player models like this, it will for sure look even greater soon.

by noreply@blogger.com (Julius) at September 02, 2010 06:07 PM

Summoning Wars

Version 0.5.2. released

Version 0.5.2 is out! Go to the Download page to get it. Have a lot of fun!

September 02, 2010 04:45 PM

September 01, 2010

Summoning Wars

0.5.2 will be released tomorrow

After a long time of waiting version 0.5.2 is complete and will be published tomorrow. We have a lot of new features and improvements, so stay tuned.

September 01, 2010 10:29 PM

August 31, 2010

NAEV

Behold, NAEV’s Lua GUI in full.

Thanks largely to Scaatis, we now have a new GUI that takes full advantage of the Lua API:

Scaled down from 1024x768. Click for original.

Most of the non-combat information has been shifted to the new bottom bar, and the view port has been made slightly smaller so that ships and off-screen indicators aren’t obscured by the bar.

Since most systems in the post-bigsys galaxy have multiple planets, the planet pane shows the services that are available so that no guesswork is needed to find a certain service in a system with multiple inhabited planets.

Moving over to the top-right, the player pane indicates shield, armour, energy and speed. Going clockwise from the top-left of the pane, the three indicator lights indicate a missile lock, autopilot and low armour, respectively.

Below the player pane is the target pane. The distance and direction indicators, as should be obvious, are there to help the player strategically. The direction is the pilot’s heading, not the direction relative to the player (that can be determined with the radar and off-screen indicators). It’s useful as it allows you to approach enemies from behind. The three icons below indicate whether the target has targeted the player, their faction, and whether they have cargo.

Keep in mind that lots of the target-pane information assumes full scanning. Once electronic warfare is finished, some information (such as cargo and energy, as well armour status if the shields are up) will be hidden unless you have an active scanner that defeats the enemy’s countermeasures.

Once the weapons revamp is complete, there will also be a weapons pane for the player showing re-fire delays and heat (for bolt weapons that use ammo rather than energy). There will also potentially be a detailed scan view showing you an exhaustive list of outfits and cargo — Like the info window, but for your target’s ship.

by Deiz at August 31, 2010 10:44 PM

Simutrans

August 30, 2010

Simutrans

Server move

In case you cannot access the International Simutrans Forum or certain other sites this morning, please give a little time: The sites are being moved to a new server.

by Isaac.Eiland-Hall at August 30, 2010 12:01 PM

Hedgewars

SPOILERS

don't look at these pictures...
uploaded some more (yeah comment are fixed this time)

read more

by Koda at August 30, 2010 04:39 AM

Hero of Allacrost

Problems with Windows version of Demo 1.0.0

We're aware that there are some problems with fighting battles in our current Windows release. We will have a fix available soon; thank you for your patience.

UPDATE - 8/31 - We have found a fix for the problem. If you are running Windows, the next release should work for you. It will be available on Sourceforge by the end of this week. Thanks.

by rujasu at August 30, 2010 02:44 AM

August 29, 2010

UFO:AI

Changed to Git

We have switched from Subversion to Git. Head over to the Getting the source article and read how you can get the sourcecode. Git for SVN users tutorial can provide to you further help.

by mattn at August 29, 2010 10:00 PM

WorldForge

Cyphesis 0.5.24

Cyphesis version 0.5.24 has been released and is now available from the WorldForge download site.

Cyphesis is a small to medium scale server for WorldForge games, with builtin AI. This version includes the demo game Mason which is currently in development. This release is intended for server administrators wishing to run a Mason server and World developers developing new worlds or game systems.

Here is an example of some of the great new artwork that allows many new buildings to be added to this release. Thanks to xrenmilay for submitting his work. Click through to youtube for a much bigger version.

Major changes in this version:

Client code can now be used to write more flexible scripts.
The server now builds for windows, and includes an experimental installer.
Some great new castle buildings are now available to world builders.
A number of new species of fish have been added.
A huge number of bug fixes.

Source code and Linux binary packages can be downloaded from here:

Linux autopackage
Windows installer (experimental)
Source Code tar.bz2

by alriddoch at August 29, 2010 09:34 PM

Syntensity

Emscripten

As mentioned in the last post, I am checking out ways to bring Syntensity to the web. As part of that, I just put up Emscripten on Google Code. Emscripten is an LLVM-to-JavaScript compiler. Combined with llvm-gcc, it lets you compile C/C++ code into JavaScript, and run that on the web.

Emscripten is still in an early stage, but can already compile some benchmarks. At this point I think I will start to try to port code I am interested in, and fix bugs along the way as I find them. I'll probably begin with a tiny subset of sauerbraten (probably one out of command.cpp, rendermodel.cpp, or physics.cpp) and see how that works, then continue from there.

The long-term goal is to run Syntensity, or a smaller version of it, on the web. Aside from Emscripten this will require some other tools, and probably a lot of hard work, so I can't say when I expect this to be done. Also I am working on it in my spare time, so that will vary depending on other stuff I'm doing. But now that Emscripten is in good enough shape to start using, the fun part can begin.

Side note: I'll post updates on this blog regarding using Emscripten for porting Syntensity to the web. I'll probably post stuff about Emscripten itself, that isn't related just to Syntensity, on my more general blog, here.

by kripken (noreply@blogger.com) at August 29, 2010 11:35 AM

Unknown Horizons

Pootle back again

Good news for all that want to help us at translating Unknown-Horizons, Pootle is back!

You can find our pootle Server here (click me im a link ;))

Greetings and have fun

Nightraven

by Nightraven (Tobias Schröfel) at August 29, 2010 10:19 AM

August 28, 2010

World of Padman

World of Padman with water guns

World of Padman is a game that's usually played indoors, in front of the computer. But that's not how these three guys play WoP. They have transformed their garden into the map Pad Garden.
In the video they show a scene from WoP, then reenact it with water guns and balls in the family garden.
There are three scenes shown. At the end, the water guns (weapons) and items are shown.



The video is definitely worth watching and you will hardly be able to resist smiling :wink:

by hafer at August 28, 2010 06:09 PM

August 27, 2010

Simutrans

Another pak.german minor update

new minor update for pak.german 0.102.2.2d

by vilvoh at August 27, 2010 04:41 PM

Perago Tempus

Bogfast, Barkbane: what are we developing?

Attached you can find a map made by our new concept artist Dhae. It is a detail of Barkbane County, Bogfast. This small community will serve as the main focus of development the coming months. We are creating many assets to test and you will find more progress on this mysterious land as we progress towards our goals.

by Jekkar at August 27, 2010 04:27 PM

August 26, 2010

WorldForge

Mason gameplay video

Here is a short video demonstrating basic construction gameplay from Mason. Cutting down trees and building them into a stockade is old news, but this video really shows off how much easier it is with the Ember improvements made during this years Google Summer of Code by Tiberiu.

The video was captured using glc and the music comes from Jonathan Coutton licensed under Creative Commons by-nc license.

by alriddoch at August 26, 2010 11:34 PM