Search found 79 matches

by sturnclaw
Thu Oct 04, 2018 6:43 pm
Forum: Design docs
Topic: Serialisation format change
Replies: 3
Views: 4080

Re: Serialisation format change

With https://github.com/pioneerspacesim/pioneer/pull/4459, most of this design doc is resolved. Due to the way it's implemented, we loose support for custom tagged CBOR values and raw strings, but gain the immeasurable advantage of not having to write anything new to save games in both JSON and CBOR...
by sturnclaw
Thu Oct 04, 2018 3:30 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 118
Views: 133454

Re: Code inspiration and rendering resource

Regarding deferred decals, see: https://turanszkij.wordpress.com/2017/1 ... rendering/
Mesh-based decals will likely be fairly easy to implement, though normal blending may be a bit of an issue.
by sturnclaw
Thu Oct 04, 2018 2:08 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 118
Views: 133454

Re: Code inspiration and rendering resource

And this is a very interesting paper (with implementation!) on a fast, PBR-based, clustered forward render, licensed under Apache 2.0. Considering that it runs on mobile devices under GLES3, I think it's more than plenty fast enough to use as a reference implementation for Pioneer's rendering approa...
by sturnclaw
Thu Oct 04, 2018 1:50 pm
Forum: Design docs
Topic: Cargo Refactor
Replies: 4
Views: 3868

Re: Cargo Refactor

That is a pretty ugly hack, yes. While doable, I personally would not want to implement it that way. In addition, having a logically separate hold also opens up possibilities for transferring things to other ships or stations - being able to store equipment or cargo at a station is a feature I've ha...
by sturnclaw
Thu Oct 04, 2018 1:48 pm
Forum: Pioneer development
Topic: Code inspiration and rendering resource
Replies: 118
Views: 133454

Re: Code inspiration and rendering resource

Not 100% sure this hasn't been posted here before, but it's an interesting read on clustered shading.
http://www.cse.chalmers.se/~uffe/cluste ... eprint.pdf
by sturnclaw
Thu Oct 04, 2018 12:23 pm
Forum: Design docs
Topic: Cargo Refactor
Replies: 4
Views: 3868

Re: Cargo Refactor

I've been thinking about implementing "hidden cargo compartment", where illegal goods by default is stored (at expense of normal cargo bay volume). This is coupled to a new "law mechanism" where by station police boards your ship every ~(1/100 x lawlessness) landing, prompting a...
by sturnclaw
Thu Oct 04, 2018 12:06 am
Forum: Design docs
Topic: Cargo Refactor
Replies: 4
Views: 3868

Cargo Refactor

I'm basically dumping this here to have something to reference as I implement it, but I welcome comments, concerns, and constructive criticism. The goal of this refactor is to reduce the amount of data saved to JSON, increase the flexibility of cargo and commodities, allow for transporting equipment...
by sturnclaw
Wed Oct 03, 2018 9:54 pm
Forum: Ship and 3D asset development
Topic: Ship sketches
Replies: 121
Views: 219207

Re: Ship sketches

Sturnclaw, man. Sturnclaw. Otherwise, looks quite good.

I have some ideas for another ship in that line, but I'm not likely to get around to that for a while.
by sturnclaw
Wed Oct 03, 2018 5:43 pm
Forum: Pioneer development
Topic: A short introduction
Replies: 6
Views: 2903

Re: A short introduction

Welcome to the team! I appreciate having someone to talk to later in the day, as the core team is asleep by noon my time. Regarding contributions, I don't have much to say that FluffyFreak or Impaktor have not already touched on, other than that I'd really appreciate some contributions on the UI sid...