tsunamayo / Starship-EVO

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[New build - EXPERIMENTAL] 21w38a: Rendering Tech Improvements #4195

Open tsunamayo opened 3 years ago

tsunamayo commented 3 years ago

This build focuses on the some improvement to the rendering technology:

New Additions

Community Requests:

3852 HUD now Scaling Unit displayed

tsunamayo commented 3 years ago

Build is up!

Servomotor commented 3 years ago

Rock on my man!

Servomotor commented 3 years ago

Feedback on the Flood Light Block.

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Servomotor commented 3 years ago

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tsunamayo commented 3 years ago

@Servomotor Thanks mate! Btw I had a look at your kiosks, they are simply lovely! Huge fan of those.

Servomotor commented 3 years ago

This is what I mean by the outline on the light getting in the way

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Servomotor commented 3 years ago

@Servomotor Thanks mate! Btw I had a look at your kiosks, they are simply lovely! Huge fan of those.

Thank you boss. I am trying to build smarter to do more low poly work, and trying to encourage others to do so (for your assets), its not easy, but a challenge.

tsunamayo commented 3 years ago

I see, yes they are not real light, do you think it would better if they would or is it just a matter of confusion with the name? Also for the shape I will see if I can offer some other later one. Tapered cylinder could be possible as there is a closed raycast formula for those. For the soft border if you can figure the math for me that would be great ;) ... Good point for the box. I simply made those for the Item preview refactor, and I figure I might just give you a dedicated brick because I am a kind guy ^^. Also I think for those kiosks and station it could be cool! Ultimately I might add those to many more block, like thrusters, standard light (albeit in much dimmer), even maybe screen...

Servomotor commented 3 years ago

I see.

I would like an actual cone light option to supplement the actual lights we have.

I have a number of reasons.

  1. Cone lights can offer more "atmosphere" and change the feeling of an environment. Shadows are just as important as light in photography.
  2. Cone lights SHOULD offer more performance, as there is less to render ray casts. I like how you can drag the light, but in my mind this should show how far the light travels (so we can keep it from leaking through the ceiling of a room below).

We had cone lights when we built in landmark and we had omnidirectional lights, this never confused the player base. So I dont think its an issue here.

As far as gaussian blur and sharpness of the cone...I am terrible at math, I am a designer, not a wizard like you :D. Its not necessary to have this feature..I think the render engine would have it fade gradually anyway.

You are a kind guy and we appreciate all the love you have given us lately. We know it is taking time from working on survival and game play, but these requests should help us build more efficiently (like the arch brick) and with more atmosphere (the cone light) making environments not only fun, but possibly mysterious. :)

Servomotor commented 3 years ago

Ohh I should add. I do like the fake ones, and I think the fake cone light should stay. They are good for shelves, cockpits, all kinds of uses. Just like the glow tiles.

They allow us to give the FEELING of light, without introducing more rendering.

So really both options are good. Just bundle the cone light that works as a light, with the lights. Bundle the fake cone light that works as a glow tile with the glow tiles. That association alone will instruct the player of their use. Of course we just need to change the names.

Perhaps "Flood LIght" for the actual light and "Glow Flood" for the glow version. or "Glow Cone" to break up the names.

tsunamayo commented 3 years ago

By shadow you mean actual shadow - or are you just talking simply about the region lit? But yes I wanted to do cone light instead of just point light. Ideally I would like the wedge light to only light the quarter space it is in it, and the flat one the half-space over it.

Servomotor commented 3 years ago

When I said shadow I mean the region. A dark room is a good shadow region, but a small light in the dark room shining on a table brings emphasis to the table, invokes mystery. That is what I meant by my comment.

I love your idea on the wedge. It makes a lot of sense. The wedge light ideally would operate similar to a cone light, just a different shape.

Servomotor commented 3 years ago

@tsunamayo

Also, just as an example of how the proper brick can (should) be better for rendering.

In the top picture is the front of my spaceship. There are three round objects in the foreground. This consists of (8) Rounded Corners, (1) Round Thin Tile and (3) Simple Hole Markings.

I just replaced all of that with (3) Flood lights. I don't know your poly counts, but I imagine the new scenario not only looks better, but renders better.

Now, I know you cant make a brick for every single scenario, especially as you need to work on survival, planets and all that other stuff, but in some cases having the right brick for the right scenario should allow for greater performance.

Its like the old saying. "The right tool for the right job".

BEFORE - (8) Rounded Corners, (1) Round Thin Tile and (3) Simple Hole Markings. 20210924022336_1

AFTER - (3) Flood Lights

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BruceLeedleLeedleLeedleLee commented 3 years ago

20210924131427_1 Ok, they are not real lights, but great for decor in my opinion. also great for using them as pretty thrust plumes

Unrelated note, turrets are having a really hard time aiming lately. like completely missing most of their shots or just giving up on aiming.

Edit, could there be a way to add these plumes to certain thruster blocks and having them appear as the thruster is working? cause currently ships seem fairly stiff while moving around

cloudrambler commented 3 years ago

Big thumbs up to the idea of adding similar light beams / cones to thrusters. As @BruceLeedleLeedleLeedleLee has aptly demonstrated, it makes a world of difference. Ideally the length and intensity of the "plume" would scale with thruster size and power level respectively. So when the thruster is inactive, the plume would fade out.

It would also be good to have spotlights that brightly illuminate a target item. This would be especially useful for external spotlights to light up other structures. Think: exploring a derelict, or assessing an asteroid for mining. Those objects would ideally be dimly lit so that a directed light will make all the difference. Just like the body flashlight that we already have, though it's a little too bright and diffuse to be really atmospheric.

TIKIRobo commented 3 years ago

I love these new flood lights however i do have a few issues with them

tsunamayo commented 3 years ago

@TIKIRobo Collision and turned off issues fixed. thx

tsunamayo commented 3 years ago

@BruceLeedleLeedleLeedleLee Hi, dont use that on "official" ship, as I will add a proper flume vfx at one point! cheers edit: by official I mean ship we will integrate in the base game ^^