Librelancer 2022.02
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First attempt at docking:
https://www.youtube.com/watch?v=Oxyc7dTkhZY
It’s about 25% implemented at the moment. It only picks the first hardpoint (doesn’t follow HpDockA01,02 etc.) and there’s no collision avoidance. But progress is progress!
(Thanks to Why485 and Treewyrm for invaluable information)
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https://www.youtube.com/watch?v=JSjwyvMDCjs
Docking part 2:
- Now follows the 02 and 01 hardpoints
- Cmp animated door that works with the physics engine.
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Moved the website to a new domain
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Working on the addition of a Forward+ rendering pipeline to the engine. This will allow for a lot more lights to be present at one time in a scene, point lights attached to the light sprites here as an example.
This feature requires an OpenGL 4.3 implementation, which limits it to Windows and Linux on modern graphics cards only (someone @apple fix your crap honestly). For now it’s not enabled 100% of the time due to some culling regressions which should soon be fixed.
Extensions to the data will be in the form of light parameters for light equipment, and light particles in ALE.
For those with iGPUs don’t fear this is toggleable and the traditional renderer is still available regardless (and runs at 60fps 1080p on my HD 515).
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8-[……]
Perfect!
Now it is “atmosphere” -
To make some of the work a bit more useable I’ve decided to begin work on an alternate Utf Editor powered by imgui and the Librelancer engine. Here’s a very early screenshot of what it can do.
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Oh me so want!
Doin’ that download thang @ Librelancer now.
Darn download freezes at 89%. Will try later.
(10 to 1 it’s the flakey 4G here, don’t ask about my desktop internet connection. It got et’ by a backhoe)
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Contributing to the existing, full featured UTF Editor wasn’t in the cards?
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Unfortunately the existing engine code for Librelancer is completely tied to OpenGL 3.3, which in my experience plays really poorly with WinForms and not at all with WPF.
Even if the only unique feature which is ALE preview was to be integrated, it’d introduce a hard requirement on a GL 3 core context into Utf Editor which is something that I’d be unwilling to do seeing people still try to run it on XP and very old graphics hardware. Also I can’t run Utf Editor on Linux under wine, which is my main platform. Think of this more as a Linux-specific editor since windows users would definitely prefer native controls.
My parser code for everything is available though and you’re free to poke at anything for information. If I find something that would be really great for Utf Editor I’ll let you know and contribute that
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Getting a dead-lock in attempts to reach asteroid fields. Occurs in both 2017.10 and Daily builds. Screen with procexp/threads: https://i.imgur.com/pglDWeH.png. Not sure what exactly to report.
Offtop, a small question regarding such: https://i.imgur.com/K9qws20.png
( I’m just attempting to render )
The background was painted to the alpha channel of grass, otherwise I wouldn’t see the grass through the glass. What’s causing that: incorrect blending settings or an order of rendering? Because if this is an order’s fault… well, pass, I’ll just start learning Depth Peeling immediately.
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I’m sort of with Friendly Fire with this one. As much as I’m dealing with UTF lately and using the an editor that can FINALLY drag and drop and other great advances from the first editors, a bit of support for the hard work within the community might be in order.
Otherwise you’re going to end up reinventing a few wheels and if you run into a brick wall on what wheels you are spinning on it will most likely have already been hit and broken through within the group here.Without participation in a large group effort I’d be staring at this page on a real magnifying glass instead of a new page zoom and on a newer virtual keypad that doesn’t suffer typing lags. Jefferson001 is indebted to the efforts of groups. For this small miracle and for tools like the UTF editor.
Just because you think your on a different path you still have the skill to walk. I’ll tell you that walking with a group is whole lot better than walking there on you’re own.
“Design is a collaboration. Trying it on your own is masterbation.” Buckminster Fuller.
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Is the background painting present for daily on you?
Also will get on testing the deadlock issue on Windows. I’ve probably missed a volatile somewhere -
Ichiru wrote:
Is the background painting present for daily on you?No-no, that’s my own attempt to paint something. Kind of learning and was surprised with all that transparency problem in graphics as well as with limited drawcalls; St01 in Discovery 4.89, it contains ~5290 meshes, I’ve made same quantity of DrawIndexed and updates of shader variables: single core loaded upto 90-95%.
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Frustum culling and LODs are absolutely essential to be rendering thousands of objects. For the bushes, they’re DXT1 textures (1-bit alpha cut-out) so you actually need to render them as opaque objects with alpha testing, which will make them ordered by the depth buffer. Otherwise you can do per-vmeshref sorting for transparent objects, which is the approach used by Librelancer.
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If you’re fine with alpha testing, instancing would exactly fit this particular scenario and eliminate virtually all CPU load.
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Fixed the Windows hang on asteroids in daily. Some of the threading code was incorrect.
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@Ichiru, @FriendlyFire
Got it! But well myeah, it’ll take time before I get something reasonable on my own)Ichiru wrote:
Fixed the Windows hang on asteroids in daily. Some of the threading code was incorrect.Thanks, it’s perfect and I finally took a ride around. Space rendering seems fully complete, I’ll only put a couple of noticed things in long-term: https://imgur.com/a/fwN7s (The images have a short description there). Good there is position is displayed to reproduce it one day.
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Okay, instancing worked, but recently I found specific model from Y-Universe combomod: its vms library contains 6150 meshes) And I was instancing by a model, not by a vmesh. One more task to complete cuz that single model is drawn 150 times slower than whole system.
Meanwhile here’s my shader (DirectX 10.1) so far: https://pastebin.com/87JxG1qU
I feel it’s written probably wrong because techniques look like were designed for a kind of object.
And pics in special places https://imgur.com/a/vNHdFxM
Trying to match freelancer’s illumination idea. However currently:
- attenuation (inverse square or whatever square) has not been implemented yet. The Prenta from Omicron Alpha must be greenish all over surface.
- problems with “details” on planets. Currently I get planets either overbright, either overdark, no idea how to mix those dm, dm0, dm1 correctly so i just multiplied them with output by sqrt(2).
- strange Ac parameter that makes final result wrong in various systems. Commenting it fixed everything. May be it’s used in sphere models exclusively…
- stupid transparency. Need sorting, rendering as is now.
Blending starspheres is fine this time. I was getting absolute colors, too, but no idea what been changed to fix it. BlendState Starsphere does all job. Starchart with now Librelancer helped a LOT to dig those “shaders”, and GLSL HLSL are alike.
Forgotten to mention opacity/order glitch in Librelancer: https://i.imgur.com/wI61cMy.png
Meantime Freelancer does not perform two-sided rendering for some reason: https://i.imgur.com/bQugOli.jpg I’ve just noticed!
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Freelancer only does two-sided rendering if the material type ends with “Two” (e.g. DcDtTwo). It’d be wasteful to have two-sided rendering on at all times.