First test of #VRAGE3 water on planet. This is lagoon visual style.
There are visible artifacts at the water edges - water sticking to the banks like goo.
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Thanks to everyone who attended my talk at Summer School on AI and Games in Cambridge today!
For those who missed it, here are my slides on "LLM-driven game characters"
https://t.co/Cki1FUBmI1
#GameAISchool2023@GoodAIdev
In my work @Keenswh, I primarily deal with analytics. A big part of my day revolves around analyzing and understanding different aspects of play, players, and the community in general.
In my exploration of our community, mods are a common thread.
Let's talk about mods. 🧵1/4
We spent lots of time last year to get our local lights & shadow solution in #VRAGE3. Let me share with you the outcome.
Spot lights with cookies in scene with solid and transparent surfaces. Improvement over VR2 is transparent surface support and better shadow quality.
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Continuing our quest for stabilizing shadows in #VRAGE3 with local light shadows.
Spot (reflector) light shadows: We added the stretch correctness factor, which reduces stair stepping in steep angled shadows and improved Poisson filtering.
Closely lit steep angled shadow
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What do we have planned for VRAGE3🤔
➡️Realtime Interactive Volumetric Water Simulation
Presented by: Petr Minarik & Ondrej Hroch
https://t.co/grwHIxSc6D
Student Workshop on Applied Mathematics
https://t.co/ctv6mRnmGn
#SpaceEngineers#Science#Xbox#NeedToCreate#VRAGE3
In @KeenSWH, my team started development of new engine #VRAGE 3. It is new iteration of the @SpaceEngineersG engine, with similar goals (sandbox, open world, solar system distances etc.), but very different technology.
New guest blog post by Petr Minařík:
Planetary scale volumetric water in VRAGE3
(new generation of our in-house game engine)
https://t.co/o7GD7d4LAC
Developer Tech Talk - Volumetric Water:
https://t.co/qJyhewIuQO
VRAGE 3:
https://t.co/KEBhF0nmb9
@SpaceEngineersG@KeenSWH