Space station back, and new cockpit

Published August 24, 2005
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One of my friend, Nicolas, has been kind enough to make a small test model of a fighter cockpit. Do not mind the quality: lighting is basic and there's no textures. It's just to give an idea of a 3D cockpit. I specifically asked him to make something very lightweight that doesn't take a lot of screen space, since i feel the immersion of the player shouldn't be disturbed by the user interface. The HUD and interface will later (in months, when i'll implement the actual gameplay) be displayed on a layer over it. I've also readded the previous DS9 space station and improved the lighting a bit. The planet textures are on a "medium" resolution of 1024, so a few details (especially in the clouds) are lost at this low orbit altitude.



0 likes 7 comments

Comments

dgreen02
Looking good, as usual.

The last set of screenshots you posted is money in the bank...looks awesome.

How close will you be able to get to the planets?

August 24, 2005 08:51 PM
Ysaneya
Quote:
How close will you be able to get to the planets?


As the AP said.. the main interest of my engine compared to other space games, is the whole planet landing ability. I want to have very nice details at the ground level, including volumetric clouds, water, vegetation, hills/mountains, cities, etc..
August 25, 2005 03:11 AM
dsecrieru
Stunning, as usual.

But, as a friend of mine is saying everytime I show him my planets, "when can I see a fully-volumetric, dynamic comet?!" :D

I know you already did some work on volumetric nebulae, but a comet would also be nice ;).
August 25, 2005 05:49 AM
Dhadson
Looking better everytime you update the screen shots. Keep up the excellent work.

August 25, 2005 07:32 AM
Cypher19
Man, if you put some high quality self shadowing onto that space station... *drools*
August 25, 2005 01:30 PM
Ysaneya
That's definately planed. And not only self-shadowing :) But glow/bloom/HDRI effects, and another idea that i really want to try is some kind of spherical harmonics. The planet under the station is emitting a lot of light, and my current ambient color is black. So instead i will render the environent (starfield and planets) into a cube map at the station position, blur it, and use it for my ambient colors. This means the station will appear to be lit by a kind of blue color from the underside.

But heh.. so many things to try. And this is not really urgent. I'll have to keep it in mind when i'll work on special effects in a few months.
August 25, 2005 03:07 PM
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