faetal on 6/11/2013 at 18:42
Well it's an optional setting, so everyone should be pleased. I think the ethos is stylism rather than realism anyway. I'm still struggling to comprehend that the whole thing is procedural.
Pyrian on 6/11/2013 at 21:07
Quote Posted by Sulphur
...but bloom's realistic in space only if you're skirting a nebula or something.
Most of the effects Bloom simulates are not atmospheric at all; they'd be exactly the same in space.
Sulphur on 7/11/2013 at 09:03
?
You'd get that level of blur in space where there's no diffuse gas particles to scatter the light? Maybe they'd be exactly the same if it was a mild myopia simulator or something, but in that case it's probably not a good idea to be travelling in space in the first place.
DDL on 7/11/2013 at 09:40
"It is the year 2045: humanity has conquered space. However, long exposure to cosmic rays has damaged everyone's corneas irreparably."
Sulphur on 7/11/2013 at 09:50
Haha :D
FWIW, Pyrian, I do understand what you're saying about the technical definition of bloom as a lens effect, but here, specifically, it's the bloom shader and the attendant blur it brings with it that we're discussing.
Pyrian on 7/11/2013 at 23:25
It doesn't look like atmospheric/foggy blurring. If it was, it would be proportional to distance, which it clearly is not - the asteroids do not sharpen as they approach the camera. What it looks like to me, insofar as it looks like anything, is ambient lighting. Ambient lighting can be atmospheric in origin, particularly when you're outside on a sunny day, but often is not; for example, ambient lighting in lit rooms owes everything to the illuminated surfaces and nothing to the air in the room. It would probably work somewhat like what's shown in the video while inside of or nearby a lit nebula, perhaps that green background cloud, although I don't think the lighting really adds up that way either.
Asteroids in real life tend to look very sharp, with stark shadows, due to the combination of bright direct sunlight and a relative lack of ambient lighting. Starshine is pretty dim - it's hard to see stars during the day even without an atmosphere, your eyes have to adjust before they're visible. You get a similar effect at night in floodlights, for example in a typical stadium nightgame. You look up, and the sky just looks black, unless you shield your eyes from the lights long enough to adjust.
So, going from his original stark affect to the blur makes me wonder where the lighting is coming from.
Sulphur on 8/11/2013 at 06:11
You're overthinking this. It's obviously not fog - there's no visibility drop with distance. What it is simulating is a blurry windscreen.
Ambient lighting does not cause blur, but that bloom effect is probably taking its cue from the brightness values of whatever's on the screen from the mix of local light sources plus the global light source the game's using for ambient lighting - if at all there is one, ambient lighting's usually just a general value for overall brightness without a light source in most video games and renderers.
Edit: here you go - (
http://software.intel.com/en-us/articles/compute-shader-hdr-and-bloom) a bloom shader algorithm. Basically involves getting a luminance map of the current scene and blurring the fuck out of it.
demagogue on 8/11/2013 at 12:24
His game is certainly looking the part at this point.
I haven't read everything... But I like Space Engine, which is a procedural galaxy generator in the sense you can visit stars, then planets orbiting the stars, then descend down to the planet and fly around... Pretty much just for screenshots, but very very beautiful ones. And since it's seeded, it can be both incredibly vast but you can still share coordinates so others can visit them, which makes exploring fun, like contests who can find really cool looking or unique systems.
The point is, even without gameplay, it's fun to explore like that. I hope Limit Theory has that aspect to it as well, where we can go out looking for new & beautiful worlds & then share the coordinates to our discoveries. Is that kind of thing in the cards?
faetal on 8/11/2013 at 13:05
Sounds like it. There will be no story - it's all procedural. Apparently, the universe is being designed so that everything, once the rules are tweaked just so, is emergent.
Shadowcat on 15/11/2013 at 11:02
I just backed (
http://www.kickstarter.com/projects/1188957169/scale) Scale because it looks funky and different, and the developer sold himself well (sounds like he knows what he's doing and how to manage scope and deliver a game), and the trailer kinda took me by surprise, and because of
this:
Quote:
You play as young physics savant Penny Prince, inventor of a device which can suck the size out of one thing and shoot it into another. SCALE begins as Penny awakes in prison, convicted of 9,322,591 counts of Depraved Heart Murder for accidentally destroying the east coast. Someone has confiscated her cat. Against the express advice of the rehabilitative therapy coordinator now living inside her brain, she hastily reconstructs her device using materials from a nearby cellphone recycling bin and embarks upon escape in an attempt to regain her freedom and her cat.