Are lightmaps still the best way to handle static diffuse irradiance, or is SH used for both diffuse and specular irradiance now?
Also, do any modern games use direct light in lightmaps, or are all direct lighting handled by shadow maps now?
Finally, how is SH usually baked?
So I was wondering how modern terrain and water geometry works both with and without tesselation. Essentially:
1) Is Geoclipmapping still the best CPU tesselation technique?
2) Is Geoclipmapping still used with tesselation?
3) Is non-tesselated water just flat? Is there any other (reasonable) ways to simulate it? Do people use Geoclipmapping for that too?
By Atwo Studios
Anthony here from Atwo Studios bringing you some new updates for the new year!
In this video I go over our game ROY, the new games and some general updates to the company!
If you have not checked out ROY feel free to give it a try! Many people have said they enjoyed the game thus far!
By Nick Tuttle
Hey guys! First post here
So like the post title reads, I'm looking for some feedback on a few electronic tracks as well as some advice on where to begin with networking (specifically, contacting indie devs about getting some music placed without coming off as a lame solicitor).
I've seen a few "work" sections on this site and other similar ones, but none of them really seem to have anything remotely helpful in terms of music - or maybe I just suck at using the search tool? I've also taken to twitter and acquired a fair amount of followers, but I'm not getting the results I want, mainly being conversations with people who are working on games (even minimal budget indie games) about scoring. Any helpful advice would be greatly appreciated!
And lastly, here are three tracks I'd really appreciate some feedback on! Mostly about mix and composition. I know the master levels are a little low, and I prefer to keep it that way and retain full dynamic range. Thank goodness the loudness wars are over haha.
Tension track: https://soundcloud.com/spacepengu/farewell-sleep
Guitar & synth track: https://soundcloud.com/spacepengu/guitar-synth
Chill / relaxing electronic track: https://soundcloud.com/spacepengu/chill-space-92816-439-am
Thanks so much guys, looking forward to reading your replies!
(I realized I should probably just make a new thread now that I've gotten a plan together)
Skies of Eden
Skies of Eden would be a multiplayer voxel-based space sandbox where you could build anything you want. It would have procedurally generated planets, and you could deploy tanks and ground craft. You would also be able to create large stations.
Planets would be generated as soon as you hopped into a sector with one. The planet generator would first generated an image of the planet to be shown outside of it's atmosphere, then the actual planet chunks itself would be generated based off the values from the planet image generator (for example: an orange gassy planet would have orange/dusty terrain). The chunks would be large hexagons that would be loaded and unloaded as players passed near them, rather than rendering the whole thing at once, which would save a lot on performance. The player wouldn't be able to see the chunks loading in as the atmosphere would cloud their vision until the chunks were loaded (kinda like a loading screen).
<-- A close example of how chunks would work
The chunk layout on the ground would not actually be a sphere, rather it would all be a flat plain. However, the chunks would load so that it would appear to be one continuos sphere.
(Note: Planets will most likely not be in the first alpha release)
Weapons and Turrets
Energy Weapons will only use ship power, and have no ammo costs
Cannons: Broadside close range cannons that have little penetration, but a lot of destructive power.
Beams: Long range weapon with high penetration, but also high power cost and recharge time.
Pulse: Kind of like a wave or something, good for EMP weapons.
Physical Weapons do more damage than energy weapons, but require power and ammo
Missiles: Self explanatory. Literally just missile pods.
Mines: Again, self explanatory. Space mines that can have stealth modules in exchange for less damage.
Bolts: Sort of like a railgun. Shoots a single shell that has high penetration and explodes once inside an enemy ship.
Energy weapons can also have effects added, such as EMP or anti-shield. This will greatly reduce their actual block damage, but will give it a useful effect for combat.
Shield systems will not absorb all damage. Instead, they will take only the brunt of the damage, and the player can choose where to focus the most shielding. Anti-shield weapons can briefly weaken enemy shields so that their ship takes more damage.
Players will be able to make stations in SoE. These stations can have many uses, but are vulnerable to enemy forces. All factions will be allowed to have 1 "home station", where they can dock their ships and respawn. It will serve as their hub, and cannot be damaged. However, when a sector has a faction's home station in it, the sector will not automatically spawn resources (like asteroids) over time. This is to encourage players to spread out and make bases in other sectors. Factions can also claim planets using a claim block. This claim block will be how faction members can manage their forces on the planet and can provide a real time map of loaded chunks if they have support satellites. Planets cannot be destroyed, but they can be captured by an enemy faction if they break the claim block.
Players will have to mine asteroids for resources in order to make stations. Eventually, they will be able to create mining and shipyard stations in order to boost production.
Mining stations will automatically mine nearby asteroids, and shipyard stations will automatically process materials and can build ships from those resources on demand.
Players will be able to create AI fleets, which can patrol and assist in combat. Eventually, there will also be NPC crew mechanics and lua scripting.
What We Need
We will need programmers, artists, and modelers. The game will be in the Unity engine, as I feel it is best for this type of game.
To apply, please join our discord below.