S2ENGINE HD 2020.1 DEVLOG #2

S2ENGINE HD

S2 ENGINE HD is a complete general-purpose software kit for developing and running videogames, specifically dedicated to PC game hobbyists and enthusiasts. Its simplicity lets them turn on their computers and create amazing visuals in minutes just as if they were professionals.

Hi guys, Today we want to share with you the improvements we are working on for S2ENGINE HD 2020.1 update. [h2]PHYSICS[/h2] We are still working on the new physics module. In particular we have made a big step in improving the the vehicle physics. In the new version vehicle are much more drivable and stable, they have better controls, they can have gears and accelleration and braking now are treated as different thinks (just as in reality). In addition when have implemented new GameMachine actions for retrieving some important parameters of the vehicle such as: [list] [*] RPM (as in the previous version), [*] current gear [*] speed (in kilometers / hours) [/list] [previewyoutube=ydSHL1ufVdk;full][/previewyoutube] [h2]RENDERING[/h2] We are also working on rendering, in particular the creation of terrain ambient occlusion as been improved: In the current version terrain occlusion affects only static objects that are on the terrain, but not the terrain itself. In the new version we have implemented a new algorithm for building the whole terrain ambient occlusion that is blended with the terrain occlusion of the static object placed on it. The result is a much more realistic terrain in the distance thanks to color variation given by the ambient occlusion. The good thing is that computing the ambient occlusion of the terrain is extremely fast. All the ambient occlusion results (SSAO, terrain AO, Voxel lightmaps) now are mixed into a unique render target that is used in the ambient color pass for occluding and "desaturating" the sky contribution. Desaturating is the magic word in this case, because, thanks to this little trick, that is applied only to Voxel lightmaps in the current version, the shadows resulting from ambient occlusion have a "coloured ramp" from "blue(sky) to brown(ground)", instead of a simple blue to black gradiation. We have also started to implementing a new SSGI (Screen Space Global Illumination) system based on screen space raytracing and temporal + spatial sampling. It is still experimental but results are promising... [img]{STEAM_CLAN_IMAGE}/23073876/21a7d1d00f938ecb6dbaaa3f78e5bcf1ed650dfe.jpg[/img] SSGI CORNELL BOX [img]{STEAM_CLAN_IMAGE}/23073876/b47e1c3dd628c4f6f26bf6f37cb874a497d96f7f.png[/img] SSGI OFF - SSGI ON [h2]WHEN IT WILL BE READY?[/h2] Currently we are still working on refining the physics system before starting the "release" checklist procedure. We have already used it into the new [url=https://store.steampowered.com/app/1168690/HELLSEED_Chapter_1/]HELLSEED DEMO[/url] and it seems to work very well :) We hope to officially release it before Crhistmas. Stay tuned, PROFENIX STUDIO