Freelancer Community Network
Reminder: Internet Explorer 6 or below are NOT supported.
HomeHome
ForumForum
WikiWiki
DownloadsDownloads
ForgeForge
Multiplayer Connection Tutorial
Collapse/Expand Donations
Monthly costs: -50€
Income (ads): +25€
Donations (last month): +0€

Current balance: -65€
(last updated 2013/05)

Please make a donation if you want to help keeping The-Starport online:

Thanks!
Collapse/Expand Random Image
Collapse/Expand Poll
Would you be interested in Star Citizen modding?
Yes.
No, not interested in SC mods/modding.
No, not interested in SC in general.
Total Votes: 274
3 Comments
Collapse/Expand Login
Username:

Password:

Remember me



Lost Password?

Register now!
Collapse/Expand Chat
Collapse/Expand Twitter
Collapse/Expand Who's Online
14 user(s) are online (5 user(s) are browsing News)

Members: 1
Guests: 13

Schmackbolzen, more...
Collapse/Expand Links
Collapse/Expand Advertisement
There are currently 116 users playing Freelancer on 82 servers.
May. 23, 2013
Freelancer gets true shadows to its graphics engine! Freelancer Mod News
Posted by Sushi on 2012/2/17 17:50:44 (2912 reads) News by the same author


After implementing deferred rendering, shadowing has always been a secret priority for me. I think shadows are a fundamental feature of next generation graphics as they add a crucial visual clue about the environment and where things actually are. Next to obviously making a game look better in general, shadows can also play an important role in gameplay. In the case of Star Wars and space games, I think the most prominent example for that would be star fighters hiding on the shadowed side of an asteroid or moon. This would tie in with another feature planned for later where you would be able to turn off your ship engines and electronics to hide somewhere, without popping up on the enemy’s radar. Think the Millenium Falcon on the back of the star destroyer in The Empire Strikes Back.

Now, let me give you a technical insight into what has been accomplished. Since we do not have access to the source code of Freelancer, implementing shadow mapping was not a trivial task. As shadow mapping requires rendering the scene from the light’s perspective, the key was to have control over the camera including frustum culling. After this had been figured out, the implementation was rather straight forward as shadow mapping is not really complicated. I won’t talk about shadow mapping in this article as I think a Google search will point you to a lot of articles that will explain it a lot better than I could do here, including comparisons with other shadowing techniques such as stencil volumes.

As of now, only a basic shadow mapping technique is implemented, with only the player’s ship casting shadows. The actual shadow is smoothed using percentage closer filtering on the shadow map lookup, and then blurred using a standard Gaussian blur. So, it is a pretty standard, basic shadow implementation. You will be able to see this type of shadowing in our upcoming open beta.

Shadowing Teaser #2


Here is a little video, also showing how shadows fade out with increasing distance:



For our release version later this year, I want to implement more advanced shadowing techniques such as cascaded shadow mapping with variance shadow maps to get nicely smoothed shadows over vast distances. This will allow us to let every object cast shadows, from small fighters over star destroyers to big planets!

Now, some words about the overall mod progress. As real life is taking its toll on many of the developers, we are currently in a feature lock-down to ship this mod sooner rather than later. You can expect more graphics features for our final release, however for our upcoming open beta release there will be no more improvements other than optimizing and bug fixing.

Since we want to release the mod with a minimum set of features so that beta testing actually makes sense, we are not sure we can make our March deadline. Even though the basic framework is pretty much complete, there is still a lot to do on the gameplay side. We are confident to reach open beta status within the coming months, however do not expect it to be March.

Thanks for all your support so far and see you in space, in a galaxy far far away, soon!

As always any comments, suggestions or questions are always welcomed!
----------------------------------------------------------

PhotobucketPhotobucket

Rating: 5.00 (2 votes) - Rate this News - Comments (11)
Previous article - Next article Printer Friendly Page Send this Story to a Friend Create a PDF from the article


Other articles
2013/3/4 18:18:13 - 10 Years of Freelancer
2012/12/22 17:05:26 - The Underverse 2.28 Avail NOW
2012/12/17 2:12:48 - Dramatic Graphic Improvements for Freelancer!
2012/12/13 22:28:54 - Hyperspace, Motion and Testing Call!
2012/12/11 8:56:41 - MotY 2012 Final Voting!
2012/12/11 8:18:27 - Switch to Cloudflare Content Delivery Network
2012/11/30 13:19:13 - Mod of the Year Awards 2012 Kick-Off
2012/11/30 13:10:18 - Star Citizen funded, breaking crowdfunding record!
2012/11/28 7:52:06 - Shadow of Fear
2012/10/10 19:29:14 - Chris Roberts announces new Space Sim "Star Citizen"