Post news Report RSS Basic Shadows & Open Beta Info

We implemented basic, dynamic shadows! Also, there are news about our upcoming open beta.

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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!
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the-middleman
the-middleman - - 92 comments

I am soo looking forward to this! Best of luck to all developers!

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Sanguinius
Sanguinius - - 5,719 comments

Not in March ??? Nooooooooooooooo.com

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CloneWarrior85
CloneWarrior85 - - 3,475 comments

its coming, it's finally coming :D

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ChadaFACE
ChadaFACE - - 3,284 comments

We are confident to reach open beta status within the coming months, however do not expect it to be March.

Sadface
Still,the wait will most certainly be worth it

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FW:ToW_Sushi
FW:ToW_Sushi - - 1,450 comments

Thanks for the positive thoughts

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oobe
oobe - - 3 comments

This is so worth waiting for :)

Thanks for all the hard work guys.

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FW:ToW_Sushi
FW:ToW_Sushi - - 1,450 comments

Thank you very much for the kind words. It's greatly appreciated!

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alenoguerol
alenoguerol - - 622 comments

take all time you want guys, i can and cant wait at the same time

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FW:ToW_Sushi
FW:ToW_Sushi - - 1,450 comments

I definitely know what you mean. Thanks again for the support!

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Erd
Erd - - 24 comments

Stunning update. You guys are doing incredible stuff with such a dated game.

What was the tune from the shadow trailer by the way?

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w0dk4 Author
w0dk4 - - 129 comments

That's "Peace The Jedi Consular" from the SW TOR soundtrack.

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POORBOY13
POORBOY13 - - 131 comments

Dang it. Another delay T.T I wanted to play in December last year.... Oh well I shall be patient. (not like I have a choice.)

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FW:ToW_Sushi
FW:ToW_Sushi - - 1,450 comments

Yes, we realize it's hard to wait for this game but we want to release it when we feel it's ready for mass consumption. Nothing worse for us to release this mod after all this wait and it sucks! lol. Anyways, thanks again for the patience.

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Grensid
Grensid - - 40 comments

The more you're improving this mod, the more I want to play it perfectly released ;D You're doing a fantastic job there, keep it going forward in this great way! :)

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Tomm1
Tomm1 - - 1 comments

I've never commented on your work before but I would like to thank all the developers for the time and effort you guys have put into this mod. I've been watching this mod for quite some time now and it is a pleasure to follow the progress you guys have made. Considering that this game is almost a decade old, I think you've done some amazing and fantastic tweaks to it and it will be great to one day finally play FW:ToW. I shall await patiently until it happens, even if another year must pass. Please keep up the good work and may the force be with you all!

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