Monday, July 27, 2015

New Release Alpha 0.23b



This Release represents a huge overhaul with new meshes, new shadows and new base layout.
Changelog:

  • New texture shadow system - As mentioned in the blog post had become necessary for several reasons, but I am very pleased about how the CPU usage is reduced. They have flaws but I think the net balance is positive.
  • Updated and expanded shaders - Became necessary since the previous shaders were not meant for texture shadows
  • New male mesh - Generated with makehuman
  • New female mesh - Generated with makehuman
  • New animations - They are only new in the sense that I had to completely redo the existing ones, some still require work
  • New base layout - With the possibility of transparent materials new possibilities for the base layout emerged.
  • Redesign of several objects


With these changes several mechanics broke and I have not fixed all. There are currently only one hair and cloth meshes and the customization is essentially limited to changing colors. There may be bugs, although I fixed most I know of.

Saturday, July 11, 2015

Station redesign

As announced, with the new shadow system and the possibility to use transparent materials, the design of the station is iterated. Here is a render image of the latest iteration. There is a lot of glass, because with the previous setup it was possible there was an impenetrable wall between the camera and the NPC & player.
 This is an early ingame view of the station. There are missing textures and unfinished materials. The transparent material works, the appearance might be improved with a shader in the future/coming iterations.

Monday, July 6, 2015

New shadow implementation

To this point MoonBase69 implemented a shadow technique called 'Stencil-shadows'. It is easy to set up, yields accurate shadows and supports self-shadowing. There are however two drawbacks:
  • Stencil shadows are calculated on the CPU and becomes more expensive in terms of computation time. With the new high-poly meshes from makehuman the framerate suffers. In fact, the performance was essentially limited by the CPU even before the new meshes.
  • Stencil shadows do not work well with transparent materials. I do however want to have transparent materials, maybe for clothing but surely for windows instead of walls to give the station a more open look.
Because of this the shadow technique is currently being changed to 'Texture-shadows'. They are calculated on the GPU and can handle transparent materials. They do have however other issues, notably they require some efforts to enable self-shadowing.

Getting this system working took a while and is not finalized, but the result for a demo scene do look good and a early implementation in the main scene does indicate a significant drop in terms of CPU load.