Laminar Publishes New Insights Into X-Plane 12 Development
Laminar Research has just released a development update for X-Plane 12 on their developer blog, previewing various new systems that are currently being developed, including an all-new photometric lighting system to achieve a more accurate representation of night time.
The new photometric lighting engine provides users with a more realistic experience which is demonstrated in the above image. In contrast to the excessive light halos and flares of yesteryear (currently in X-Plane 11), this is now largely scaled down, the team explains; because of the nature of airport lighting being aimed at guiding and directing arriving/departing aircraft, airports are relatively dark when compared to their surroundings.
As well as a new photometric lighting engine, the developer has been working on a new shader for the planet. The new shader includes better atmospheric scattering as well as a correct distance at which land and water can be seen, providing for a more realistic experience when flying near the outskirts of the Earth's atmosphere.
X-Plane 12 will also feature a new frosting system, which dynamically generates when the conditions are just right for frosting to be formed taking into account gradual defrosting as well. The system can be seen active in the picture shown above, where the developer has made use of “programmer art”, a hastily made image to test a “map” denoting areas of the 3D model which “frosting” is applicable, akin to an alpha channel in an image that denote areas of transparency. A new menu for the system is also integrated within the simulator, and can be opened when the user’s simulator has the developer option enabled.
As a cherry on top, the developer has also been working on an all-new weather surface shader to more accurately display water puddles and other weather related effects on surfaces. The developer mentioned that it is a difficult task to develop the shader; because of the nature of water, and the effect changes when water starts forming a puddle. Fortunately, the developer has indeed properly replicated the behaviour and visuals of water accumulation through the shader, providing for a highly immersive experience at the airport especially in precipitation.
The full development update can be found on the X-Plane Developer blog. No further information was provided, but as always, Threshold will keep you updated on the topic.
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