Monthly Log 2016. 1.
### Jan 2016
#### 2016-01-04 Sound & Music gain control, Particle Team Color
* Game
* Save controlling actor's id
* Team colors for particle emitters
* Mark color for the team EnemyToAll
* Saving the decided index for the random model selection.
* Selecting new target for laser weapons when the current target is destroyed.
* MoveTo command for boids
* Fixed a bug that neutral space stations doesn't launch eagles
* Pirates ships are now ENEMYtoALL
* 72 files changed, 17479 insertions(+), 12517 deletions(-)
* Engine
* Sound & Music gain control
* Particle Team Color
* 22 files changed, 349 insertions(+), 40 deletions(-)
#### 2016-01-05
* Game
* Fixed modular gruop index bug
* Closing grey children gates
* Spawn position for EnemyToAll
* 43 files changed, 528 insertions(+), 113 deletions(-)
* Engine
* fixed shader reloading bug - cannot reload properly when the shader
* header is modified.
* Mouse double click process moethod is changed
* 15 files changed, 88 insertions(+), 39 deletions(-)
#### 2015-01-06 Fixed GGX bug
* Engine
* Fixed GGX bug
* Working on cascaded shadow.
#### 2016-01-07 Cacaded shadow.
* Engine
* Working on cacaded shadow.
* 40 files changed, 1564 insertions(+), 386 deletions(-)
#### 2016-01-08 Cacaded shadow.
* Engine
* Working on cacaded shadow.
* 26 files changed, 475 insertions(+), 117 deletions(-)
HLSL cbuffer only supports float4 array.
```
cbuffer SHADOW_CONSTANTS : register(11){
float gCascadeFrustumsEyeSpaceDepthsFloat[8];
}
```
The above cbuffer has size of 128 bytes(float**4** x 8) rather than 32bytes(float x 8).
I had to use the following declaration instead.
```
cbuffer SHADOW_CONSTANTS : register(11){
float4 gCascadeFrustumsEyeSpaceDepthsFloat[2];
}
```
And had to reinterpret it to float[8] before accessing the array via the array-index, like below.
```
float reinterpreted[8] = (float[8])gCascadeFrustumsEyeSpaceDepthsFloat;
```
#### 2016-01-09 Added cascaded shadow
* Engine
* Added cascaded shadow - no more disappearing shadows in the far distance
* Added shadow frustum debugging feature
* 22 files changed, 361 insertions(+), 42 deletions(-)
Three cascade levels are used. Three levels are all rendered into a shadow atlas texture. Each one has the size of 1024x1024, so the texture atals has the size of 3072 x 1024. This is huge save since the engine was using a larger shadow map(4096x4096) previously. Cascaded shadow technique not only saves the texture size but also improves the shadow quality.
#### 2016-01-11
* Game
* Split GameCommand for GameCommand and Game.
* Fixed not moving frigates
* Added NoSpotActor console variable
* Fixed glowing forward auxiliary mesh
* Fixed materials for individual Modules
* 77 files changed, 1651 insertions(+), 1393 deletions(-)
* Engine
* Fixed shadow manager bugs
* Fixed texture unbinding bug.
* Fixed a problem that the nsight was not working in debug build.
* 22 files changed, 160 insertions(+), 296 deletions(-)
#### 2016-01-12 New texture packs for modular ship
* Game
* Fixed wrong positions for weapon predictions
* Smooth ship rotation
* New texture packs for modular ship
* Fixed module silhouette size bug
* 151 files changed, 597 insertions(+), 490 deletions(-)
* Engine
* Fixed black screen bug with NSight.
* Cache for Screencoord to ray moved into Camera.
* Screenshot folder is changed to FOLDERID_Documents
* Fixed black screen bug with NSight.
* Changed shader includes method.
* 11 files changed, 71 insertions(+), 57 deletions(-)
#### 2016-01-13 Fixed bugs
* Game
* Fixed voxelizing bug.
* Fixed sudden huge movement of big modular ship by physics system.
* 32 files changed, 379 insertions(+), 111 deletions(-)
* Engine
* Voxelizer bug.
* Fixed a bug in NeedsCollides()
* Project setting chaged. Full Optimization and Speed Favor.
* 39 files changed, 100 insertions(+), 42 deletions(-)
#### 2016-01-15 Changed modules design.
* Game
* Not to display 'Forward' auxiliary mesh for unvisible modular ships
* Chnaged trail color for ENEMYtoALL
* Huge modular ships can be static. Tpl is static for temporary
* Fixed loading bug - HP was always full.
* RunAwayState for Enemies make ships leave when the certain conditions meet.
* Cannot exit orbit if Near-light speed travel module is not attached.
* Changed modules design.
* 20 files changed, 170 insertions(+), 113 deletions(-)
* Engine
* Can remove constraints binding group rigid bodies
* Fixed fractures
* 5 files changed, 31 insertions(+), 5 deletions(-)
#### 2016-01-15
* Game
* Ship rotation improvements
* Can change camera target by Ctrl+click on triangle marks.
* Detaching serveral modules at once by shift clicking.
* Symmetry module editing
* Deciding hostiles for EnemyToAll team
* Weapons now has very samll mass when it attached to the modular ship.
- this is to reduce the error for fixed constraints
* Spawn position for EnemyToAll
* Added Audio: blast_caannon
* 29 files changed, 281 insertions(+), 110 deletions(-)
* Engine
* missing commits for the last + minor changes
* 71 files changed, 678 insertions(+), 154 deletions(-)
#### 2016-01-18 Improved interactions for building modules
* Game
* Improved interactions for building modules
* Added maxAngularVelocity property to the ship db
* Setting max angular speed for modular ship according to its class
* Fixed problem on camera targeting and setting controlling actor after an event played.
* Added audio
* ammo_hammer_impact
* hammer_fire
* positive
* 50 files changed, 445 insertions(+), 309 deletions(-)
* Engine
* Added FBAudioEx properties: numberOfSimultaneous, simultaneousCheckRange
* 11 files changed, 160 insertions(+), 11 deletions(-)
#### 2016-01-19 Dimensional Travel
* Game
* Added dimensional travel
* Fixed Universe map
* Fixed conversation with crew
* 24 files changed, 297 insertions(+), 54 deletions(-)
* Engine
* Fixed BillboardQuad rendering
* Keeping texture reference to prevent frequent reload
* Fixe Listbox property bug
* 23 files changed, 221 insertions(+), 16 deletions(-)
#### 2016-01-20
* Game
* Recording / Replaying module constructions.
* Sky interpolation
* 36 files changed, 696 insertions(+), 135 deletions(-)
* Engine
* Sky interpolation
* vector serialization
* 9 files changed, 93 insertions(+), 2 deletions(-)
#### 2016-01-22 Serialization
* Game
* Fixed bugs on Sky interpolation
* Recordding featrue for module detaching
* Recording feature for weapon attaching/detaching
* 26 files changed, 364 insertions(+), 107 deletions(-)
* Engine
* Serialization
* 18 files changed, 273 insertions(+), 59 deletions(-)
#### 2016-01-25
* Game
* Added TextPlayer
* Worked on skills experience.
* Added game option : ShowSkillExpInc
* If serveral weapons are attached to the one combat module, the efficiency will be decreased.
* 55 files changed, 531 insertions(+), 268 deletions(-)
* Engine
* Fixed font vertical alignment problem
* 8 files changed, 53 insertions(+), 28 deletions(-)
#### 2016-01-26
* Game
* Not displaying hpbar when all ships in fleet got damaged
* Cleand message when the weekly report issued
* Disable the warp effect for the moving asteroid
* Worked on crew
* Adding contributions
* Adding skill experiences
* 36 files changed, 327 insertions(+), 142 deletions(-)
* Engine
* LuaObject - getting field at once
* 1 file changed, 13 insertions(+), 3 deletions(-)
#### 2016-01-27
* Game
* Attaching the camera to a weapon
* Displaying efficiency for mouse-overed combat module.
* Preventing screen-out-problem for Inventory tooltips
* 18 files changed, 340 insertions(+), 134 deletions(-)
* Engine
* Importing camera data from Collada files
* Fixed a bug on getting delta of mouse screen position
* Fixed a bug that UI windows move faster then mouse cursor movement
* 26 files changed, 378 insertions(+), 13 deletions(-)
#### 2016-01-29
* Game
* Added crystal, uranium actor icon
* New hp bar on the top of the screen
* Fixed hp bar for the modular ship.
* Fixed a problem that the forward auxiliary mesh was not hidden when construction mode exit
* Added cargo modification helper functions.
* Mitigated too strong collision sound
* Pirates now spawned near asteroids
* Spread items and officers
* Hiring freelancer.
* Shadow for horizontal bar
* 50 files changed, 991 insertions(+), 76 deletions(-)
* Engine
* Screenshot file format changed: bmp -> jpg
* Added int user data property to UI components
* Added helper functions.
* 9 files changed, 61 insertions(+), 4 deletions(-)
#### 2016-01-04 Sound & Music gain control, Particle Team Color
* Game
* Save controlling actor's id
* Team colors for particle emitters
* Mark color for the team EnemyToAll
* Saving the decided index for the random model selection.
* Selecting new target for laser weapons when the current target is destroyed.
* MoveTo command for boids
* Fixed a bug that neutral space stations doesn't launch eagles
* Pirates ships are now ENEMYtoALL
* 72 files changed, 17479 insertions(+), 12517 deletions(-)
* Engine
* Sound & Music gain control
* Particle Team Color
* 22 files changed, 349 insertions(+), 40 deletions(-)
#### 2016-01-05
* Game
* Fixed modular gruop index bug
* Closing grey children gates
* Spawn position for EnemyToAll
* 43 files changed, 528 insertions(+), 113 deletions(-)
* Engine
* fixed shader reloading bug - cannot reload properly when the shader
* header is modified.
* Mouse double click process moethod is changed
* 15 files changed, 88 insertions(+), 39 deletions(-)
#### 2015-01-06 Fixed GGX bug
* Engine
* Fixed GGX bug
* Working on cascaded shadow.
#### 2016-01-07 Cacaded shadow.
* Engine
* Working on cacaded shadow.
* 40 files changed, 1564 insertions(+), 386 deletions(-)
#### 2016-01-08 Cacaded shadow.
* Engine
* Working on cacaded shadow.
* 26 files changed, 475 insertions(+), 117 deletions(-)
HLSL cbuffer only supports float4 array.
```
cbuffer SHADOW_CONSTANTS : register(11){
float gCascadeFrustumsEyeSpaceDepthsFloat[8];
}
```
The above cbuffer has size of 128 bytes(float**4** x 8) rather than 32bytes(float x 8).
I had to use the following declaration instead.
```
cbuffer SHADOW_CONSTANTS : register(11){
float4 gCascadeFrustumsEyeSpaceDepthsFloat[2];
}
```
And had to reinterpret it to float[8] before accessing the array via the array-index, like below.
```
float reinterpreted[8] = (float[8])gCascadeFrustumsEyeSpaceDepthsFloat;
```
#### 2016-01-09 Added cascaded shadow
* Engine
* Added cascaded shadow - no more disappearing shadows in the far distance
* Added shadow frustum debugging feature
* 22 files changed, 361 insertions(+), 42 deletions(-)
![]() |
Cascaded shadow map - Depth rendering pass with the light frustums.(Click to enlarge) |
Three cascade levels are used. Three levels are all rendered into a shadow atlas texture. Each one has the size of 1024x1024, so the texture atals has the size of 3072 x 1024. This is huge save since the engine was using a larger shadow map(4096x4096) previously. Cascaded shadow technique not only saves the texture size but also improves the shadow quality.
![]() |
Debug view for light frustum.(Click to enlarge). The red box(Cascade 1) indicates the most detailed level and the blue box(Cascade 3) indicates the least detailed level. |
![]() |
Main view camera location(Click to enlarge) |
![]() |
Rendered shadows(Click to enlarge) |
#### 2016-01-11
* Game
* Split GameCommand for GameCommand and Game.
* Fixed not moving frigates
* Added NoSpotActor console variable
* Fixed glowing forward auxiliary mesh
* Fixed materials for individual Modules
* 77 files changed, 1651 insertions(+), 1393 deletions(-)
* Engine
* Fixed shadow manager bugs
* Fixed texture unbinding bug.
* Fixed a problem that the nsight was not working in debug build.
* 22 files changed, 160 insertions(+), 296 deletions(-)
#### 2016-01-12 New texture packs for modular ship
* Game
* Fixed wrong positions for weapon predictions
* Smooth ship rotation
* New texture packs for modular ship
* Fixed module silhouette size bug
* 151 files changed, 597 insertions(+), 490 deletions(-)
* Engine
* Fixed black screen bug with NSight.
* Cache for Screencoord to ray moved into Camera.
* Screenshot folder is changed to FOLDERID_Documents
* Fixed black screen bug with NSight.
* Changed shader includes method.
* 11 files changed, 71 insertions(+), 57 deletions(-)
#### 2016-01-13 Fixed bugs
* Game
* Fixed voxelizing bug.
* Fixed sudden huge movement of big modular ship by physics system.
* 32 files changed, 379 insertions(+), 111 deletions(-)
* Engine
* Voxelizer bug.
* Fixed a bug in NeedsCollides()
* Project setting chaged. Full Optimization and Speed Favor.
* 39 files changed, 100 insertions(+), 42 deletions(-)
#### 2016-01-15 Changed modules design.
* Game
* Not to display 'Forward' auxiliary mesh for unvisible modular ships
* Chnaged trail color for ENEMYtoALL
* Huge modular ships can be static. Tpl is static for temporary
* Fixed loading bug - HP was always full.
* RunAwayState for Enemies make ships leave when the certain conditions meet.
* Cannot exit orbit if Near-light speed travel module is not attached.
* Changed modules design.
* 20 files changed, 170 insertions(+), 113 deletions(-)
* Engine
* Can remove constraints binding group rigid bodies
* Fixed fractures
* 5 files changed, 31 insertions(+), 5 deletions(-)
#### 2016-01-15
* Game
* Ship rotation improvements
* Can change camera target by Ctrl+click on triangle marks.
* Detaching serveral modules at once by shift clicking.
* Symmetry module editing
* Deciding hostiles for EnemyToAll team
* Weapons now has very samll mass when it attached to the modular ship.
- this is to reduce the error for fixed constraints
* Spawn position for EnemyToAll
* Added Audio: blast_caannon
* 29 files changed, 281 insertions(+), 110 deletions(-)
* Engine
* missing commits for the last + minor changes
* 71 files changed, 678 insertions(+), 154 deletions(-)
#### 2016-01-18 Improved interactions for building modules
* Game
* Improved interactions for building modules
* Added maxAngularVelocity property to the ship db
* Setting max angular speed for modular ship according to its class
* Fixed problem on camera targeting and setting controlling actor after an event played.
* Added audio
* ammo_hammer_impact
* hammer_fire
* positive
* 50 files changed, 445 insertions(+), 309 deletions(-)
* Engine
* Added FBAudioEx properties: numberOfSimultaneous, simultaneousCheckRange
* 11 files changed, 160 insertions(+), 11 deletions(-)
#### 2016-01-19 Dimensional Travel
* Game
* Added dimensional travel
* Fixed Universe map
* Fixed conversation with crew
* 24 files changed, 297 insertions(+), 54 deletions(-)
* Engine
* Fixed BillboardQuad rendering
* Keeping texture reference to prevent frequent reload
* Fixe Listbox property bug
* 23 files changed, 221 insertions(+), 16 deletions(-)
#### 2016-01-20
* Game
* Recording / Replaying module constructions.
* Sky interpolation
* 36 files changed, 696 insertions(+), 135 deletions(-)
* Engine
* Sky interpolation
* vector serialization
* 9 files changed, 93 insertions(+), 2 deletions(-)
#### 2016-01-22 Serialization
* Game
* Fixed bugs on Sky interpolation
* Recordding featrue for module detaching
* Recording feature for weapon attaching/detaching
* 26 files changed, 364 insertions(+), 107 deletions(-)
* Engine
* Serialization
* 18 files changed, 273 insertions(+), 59 deletions(-)
#### 2016-01-25
* Game
* Added TextPlayer
* Worked on skills experience.
* Added game option : ShowSkillExpInc
* If serveral weapons are attached to the one combat module, the efficiency will be decreased.
* 55 files changed, 531 insertions(+), 268 deletions(-)
* Engine
* Fixed font vertical alignment problem
* 8 files changed, 53 insertions(+), 28 deletions(-)
#### 2016-01-26
* Game
* Not displaying hpbar when all ships in fleet got damaged
* Cleand message when the weekly report issued
* Disable the warp effect for the moving asteroid
* Worked on crew
* Adding contributions
* Adding skill experiences
* 36 files changed, 327 insertions(+), 142 deletions(-)
* Engine
* LuaObject - getting field at once
* 1 file changed, 13 insertions(+), 3 deletions(-)
#### 2016-01-27
* Game
* Attaching the camera to a weapon
* Displaying efficiency for mouse-overed combat module.
* Preventing screen-out-problem for Inventory tooltips
* 18 files changed, 340 insertions(+), 134 deletions(-)
* Engine
* Importing camera data from Collada files
* Fixed a bug on getting delta of mouse screen position
* Fixed a bug that UI windows move faster then mouse cursor movement
* 26 files changed, 378 insertions(+), 13 deletions(-)
#### 2016-01-29
* Game
* Added crystal, uranium actor icon
* New hp bar on the top of the screen
* Fixed hp bar for the modular ship.
* Fixed a problem that the forward auxiliary mesh was not hidden when construction mode exit
* Added cargo modification helper functions.
* Mitigated too strong collision sound
* Pirates now spawned near asteroids
* Spread items and officers
* Hiring freelancer.
* Shadow for horizontal bar
* 50 files changed, 991 insertions(+), 76 deletions(-)
* Engine
* Screenshot file format changed: bmp -> jpg
* Added int user data property to UI components
* Added helper functions.
* 9 files changed, 61 insertions(+), 4 deletions(-)
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