Acetone

Outerra development news

Recommended Posts

A thread for those who want to stay tuned about the engine progress.
Please remember, Outerra progress is slow, but it's always worth the wait.
 
Current branch : 0.8.4.3xxx
 
The next update is supposed to be released soonTM. The second part of 2014 has been really quiet because of the release of TitanIM (using Outerra).
 
List of features (what we know so far, but some elements could be delayed for various reasons.

  • Collision shape support in importer : will allow collisions with statics objects (and maybe trees)
  • Lights support

i12YTnPF0XBqQ.jpg

  • $include support for scripts
  • uncached video capture (faster)

Clouds may also be released for the first time with this update, if Cameni manage to solve some of the remaining problems:
 

https://www.youtube.com/watch?x-yt-ts=1421782837&v=laBpPERiCMM&x-yt-cl=84359240

Anyway, even though the thing is still not finished and it's not unlikely that it will be redone differently yet, I think there will be a testable ugly version soon™ to break the fast. A couple of things that prevent me from pushing it out now - rendering not working when you are inside the cloud, cloud cover missing after 100km, and various artifacts. I'd at least like to fix the inside rendering before the release, but I'm not sure what obstacles await me there yet.

 



About this video:

This is using a global cloud density map with resolution around 5km, which is driving the fractal cloud generator. Both the speed of clouds and dynamics of shape change are adjustable, although the wind speed is global and blowing always to the west.

 
 
Some additionnal informations:

How complex are the cloud formations that can be made? Or is it just a layer of clouds at a certain altitude?


Right now it's just a single layer. High altitude clouds will be in other (simpler) ones. Some other clouds will be probably created on top of this layer but using a different technique. The used fractal gives it somehow unified look, so I would like to use some predefined patterns broken by fractals in the future, but there's a problem how to map these onto a spherical world.


I have a hunch that the resources used here might be of use, Cameni: https://www.windyty.com/?surface,wind,now,42.064,-87.992,4


Yea that would be ideal as one of possible weather drivers. Right now we are using a single 8k*4k texture with cloud densities (~5km res), and rotating it. From weather plugins we would need at least two such maps, each representing a snapshot at different time. The density will be interpolated between them; meanwhile the plugin would prepare the next one. This would provide weather that predeterminedly lags behind the real one.
Another option, that also allows weather modification, is to simulate weather cells and precipitation transfers, winds, sources and sinks.


From the ground:
 
https://www.youtube.com/watch?x-yt-cl=84359240&x-yt-ts=1421782837&v=TUOgf3YPgfw
irSRXKTJI71fr.jpg

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

Thanks for starting the thread, Acetone. I was thinking about doing one, but was dithering.  ^_^

Share this post


Link to post
Share on other sites

Thanks for starting the thread, Acetone. I was thinking about doing one, but was dithering.  ^_^

 

No problemo!

I think there are still various thread needed, like "Outerra community mods news" or other stuff related to content people where looking for in the main "everything" thread :)

Share this post


Link to post
Share on other sites

No problemo!

I think there are still various thread needed, like "Outerra community mods news" or other stuff related to content people where looking for in the main "everything" thread :)

 

Yup, it just seemed that I was the one starting all the threads, and it kind of doesn't work if it becomes "HiFlyers Outerra Forum"  :lol:

 

Maybe now that the guys are thinking of being more active with their blog, and maybe putting out more status updates, they might be interested in stopping in more frequently.

Share this post


Link to post
Share on other sites

UPDATE!   :BigGrin: 

 

Changes:

Version 0.8.4.5175 (30 Jan 2015)

  • clouds (alpha)
    • visibility to 100km only, single layer
    • alt+left/right arrow adjust time, affects clouds as well
    • alt+up/down - days, different cloud cover
    • some blending artifacts up close and in clouds
    • missing more details when close to the clouds
  • collision geometry support (TODO: link doc or wiki)
  • collidable static objects
  • lights support in vehicle and aircraft (see T817 script)
  • vehicle script actions getting kbd modifiers to expand key actions
  • T817 L - front lights, left-shift-L - cabin light
  • added seat/camera switching support (key V)
  • default tire lateral slip coefficient changed from 0.5 to 0.8 (better turning)
  • added tags into models & objdef files (for upcoming searchable object browser)
  • F2 location dialog updated, Google Maps search+map
  • locations saved as jpg files with Exif (GPS info)
  • screenshots saved with more Exif info (time, author), can be used to restore location and time
  • objdef "parameters" field passed into initialize(params) event of aircraft
  • aircraft preserve pitch&roll angles when setting rotation
  • added concrete & yellow marking textures, double line markings
  • less noisy road & marking shapes in distance
  • fps camera attached joint preserved when toggling cameras
  • direct disk video frame writing (faster)
  • fixed lagging terrain shadow culling
  • smooth lighting from fading sun
  • enhanced object rendering CPU-side performance on large scenery
  • fixed stars in fog
  • added disable_aero config option (aero always disabled in Rift mode)
  • perf log entries reporting abnormal gpu times in perf log
  • error window popup can be disabled in eng.cfg disable_log_popup=true
  • fixed 3D audio orientation
  • fix for sound glitches (explosions)
  • trees not rendered in map projection modes
  • enabled alt+f4, ctrl+f4 to close html windows
  • fixed material problem in multi object packages
  • panning/rotating in wasd sandbox mode on left button
  • tmp fix for tilting ufo camera
  • -autologin command line switch support
  • libovr 0.4.4 integrated
  • HUD displays mouse world pos when mouse cursor is shown (sandbox) instead of the screen center

jD3Kzk1fmMphW.jpg

Previous version thread: 0.8.3.x

Share this post


Link to post
Share on other sites

You know of course that with the lighting active now, there is going to be an explosion of people adding lights to everything. Add in the work being done on working Mfds and other things coming down the pike and there is about to be a sudden, very intense burst of creativity, in the next few months.......

Share this post


Link to post
Share on other sites

im all excited about light stuff but the clouds. OMG they look so amazing. 

Share this post


Link to post
Share on other sites

Actually I made a mistake. From now on I will place updates in development news and we can put all the mods using those updates here.

 

So the posts are a bit less random-seeming.

 

Sorry for confusing things!  :ph34r:  :wacko:  :lol:

Share this post


Link to post
Share on other sites

Update of the update!  :lol:

 

Version 0.8.4.5197

  • spot lights now also light up the reflector, making the lights visible better
  • full lights on SM11 bus and T817 truck
  • vehicle turn signals - manual (shift+A/D for left right, shift+W emergency, shift+S all off)
  • light_mask and light_toggle_mask methods to manipulate multiple lights at once
  • fixed glow rendering in stereo
  • fixed deformed reflections on objects
  • vertical mouse working in TPS with Oculus, aiming working with Oculus
  • fixed location manager to exit vehicle when changing location
  • fix for Nv 2xx water path shader compilation error
  • lights removed when aircraft is deleted
  • fixed crash if maximum number of mesh instances is reached

 

jbbfDjpTI15cFv.jpg

  • Upvote 1

Share this post


Link to post
Share on other sites

 

 


I have a full album here :)

 

Incredible shots. Those clouds look gorgeous.

 

But they don't seem to be drawing shadows...?

Share this post


Link to post
Share on other sites

@HiFlyer

 

Any idea how much progress is being made on getting a version running on Mac OS X.

Share this post


Link to post
Share on other sites

Incredible shots. Those clouds look gorgeous.

 

But they don't seem to be drawing shadows...?

 

Nope. Still alpha with lots of work still to be done. Like god rays! I suspect when ground shadows come, it will be as an extension of the already existing shadow rendering path. (which was also noticeably refined in the recent update)

 

ibokvo0pMRDFS8.jpg

 

@HiFlyer

 

Any idea how much progress is being made on getting a version running on Mac OS X.

 

Not really. I suspect the jump to 64 Bit will come first.  :unsure:

Share this post


Link to post
Share on other sites

Incredible shots. Those clouds look gorgeous.

 

But they don't seem to be drawing shadows...?

 

To quote Cameni just before the release of the cloud update:

 

Anyway, even though the thing is still not finished and it's not unlikely that it will be redone differently yet, I think there will be a testable ugly version soon

 

The current version is pretty much a placeholder, they want something more detailed. Clouds distance is limited (100km), there is only one layer and no close range detail (when close to the clouds, you can clearly see the dynamic mesh generated.

I think they will focus on improving these elements before starting to work on shadows. They will probably make auto-adjusting lightning first (less ground light depending of the overcast).

 

That being said, clouds are generated from a single noise texture, so it may be more simple to create accurate shadows based on sun position :)

Like Hiflyer said, it's in the pipeline, like the sunshafts they announced without any ETA.

Share this post


Link to post
Share on other sites

Interesting. And they've got enough paying customers to fund the future development?

Share this post


Link to post
Share on other sites

Interesting. And they've got enough paying customers to fund the future development?

 

From Outerra/Anteworld itself? I don't think so.

Sometimes the engine is re-discovered and there is a peak of new users. But I think the first few years were not exactly fantastic for them. I think Outerra/Anteworld sales are probably just enough to pay the servers.

 

However, TitanIM (new and only competitor to Bohemia's VBS) have licensed the engine, probably since one year of two (see the link posted by HiFlyer). We have seen the result in terms of developpement pace (the last year was really slow because they had to help the TitanIM team), but it's for the best since most of their work for this project will be integrated in Outerra later.

More importantly, it has apparently brought more financial stability to the studio, wich is proved by the fact they have been able to hire two new developpers (one working on UI, the other one on tools).

 

 

And the future? Well, they have always been cautious with the civilian simulation market, and more specifically the aviation sim one (too much competitors in a relatively small market), but they seem to slowly change their plans (and go back to their roots, Ladislav Hrabcak was a lead dev on cockpit simulators before working on Outerra). There is a really interesting sentence at the end of the TitanIM blog post:

 

 

With Outerra engine powering TitanIM, a global integrated simulation platform is possible for the first time, connecting all simulation areas - space, air, ground and water, into a single limitless world.

 

They are also talking more and more of a kickstarter dedicated to a sim platform, to gather enough funds to create a specialised team for this project. Brano has listed a number of minimum goals to reach before they launch the project:

 

Generally, for successful campaign we will need a prototype showcasing the potential and addressing the main concerns. The prototype is also needed for other developers that would want to prepare and develop early for the simulator. That means enhanced scenery tools, stuff like basic weather support, plugin support for simulation cores, 3D cockpits and instrument rendering, support for other simulator types (mainly the rails for the prototype) and more.

 

I hope they will be able to hire more people before, to accelerate at least a bit the engine progress :)

Share this post


Link to post
Share on other sites

Thanks gents, some interesting reading. I do hope the devs can get the resources they need and it's encouraging to see the pace picking up recently/ If they do do a kickstarter and flightsim is a definite goal I'll chuck in some cash.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now