SunBurn 1.3.2 Launched!

We are very excited to announce SunBurn 1.3.2, the first full release of 1.3 is now live!  As mentioned in previous blogs this release is absolutely massive, and easily the biggest SunBurn update ever.

It includes SunBurn's new engine-centric design, component system, new and more streamlined editor, terrain system, volume lights, 2D rendering, avatar rendering, and much, much more.

And like all SunBurn updates, it's completely free for SunBurn Engine developers!


Beyond Ambient Lighting

One problem in rendering is ambient lighting, regardless of how well designed assets are and carefully lighting is setup the results are always bland.  Luckily SunBurn had the answer...

Ambient Occlusion


To avoid flat ambient lighting SunBurn introduced material-level ambient occlusion, which adds a significant amount of depth even to ambient lit scenes.

Like baked-down ambient occlusion the effect is able to capture fine material detail (as opposed to object / scene level occlusion like SSAO), however unlike baked-down occlusion it's completely dynamic and able work with animated and procedural textures / materials and without any bake-down process or setup.

SunBurn's material-level ambient occlusion has the added benefit of being very lightweight and compatible with both forward and deferred rendering.  In fact it's so lightweight the effect is always on, there's practically no performance benefit to turning it off.

For over a year this technique made a considerable impact on SunBurn games, demos, and visualizations.  But this time around we wanted even more awesomeness. :)





Indirect Ambient Lighting


To further enhance SunBurn Engine's existing ambient lighting we've added another SunBurn unique feature: material-level indirect lighting.  Once again the effect is very lightweight, always enabled in deferred rendering, and is absolutely stunning.



SunBurn's material-level indirect lighting adds considerable lighting depth, and at detail levels ambient occlusion cannot achieve.  The depth is also controlled by the scene's ambient light object, making it easy to tune in-game for the best possible visuals.


Full 2D Rendering

Probably the most exciting new SunBurn Engine feature is full 2D rendering.  This was certainly one of our favorite R&D projects over the past year, and one we couldn't wait to get started on (we started immediately after the initial SunBurn launch)!

This is not just a 2D renderer.  It's full 2D support for all SunBurn features: lighting, shadows, materials, your existing custom effects, post processing, forward rendering, deferred rendering, the new component / manager system, scene interface, …, EVERYTHING. :)

SunBurn also supports rendering 2D scenes to texture for display in 3D scenes, and vice-versa.

This latest SunBurn Engine release includes two 2D starter kits, one for Windows and one for Xbox 360 – both featuring the cool 2D demo we've been showing off:



SunBurn's 2D rendering uses a very lightweight and familiar interface based largely on XNA's SpriteBatch.  However SunBurn also supports submitting static sprites once and re-rendering them many times, making the interface much faster than SpriteBatch (which requires all sprites to be submitted / drawn every frame).


Terrain System

Even before its launch we considered including some type of terrain system in SunBurn, and in fact the Tiling Terrain example was one of our first SunBurn examples.  Unfortunately many terrain systems are either very dynamic but cpu heavy, or very lightweight but static – neither of these options were acceptable in our opinion.

So instead of rushing a terrain system out, we spent the past year researching tech and (more importantly) getting a feel for how we and the SunBurn community ideally would want to use the system.  Interestingly our initial assessment was fairly accurate – the ideal system should be lightweight on both the cpu and gpu, as well as highly dynamic (so imported or content pipeline generated meshes were out).



Based on this we developed a height map based terrain, with configurable tessellation and lod transition, blend mapping with several material layers, normal and specular mapping, and entirely gpu driven.  The terrain also has a constant and very reasonable poly count regardless of the height map size or detail, which means the terrain can be tuned to a specific polygon budget.

And because the terrain height map is processed on the gpu, the terrain is entirely dynamic.  Meaning you can write shaders to procedurally morph, edit, and erode the terrain, as well as the blend map.


More to Come!

And we're still not done talking about all of SunBurn 1.3's new features.  Up next I'll cover SunBurn's avatar rendering, volume lighting, and more!

-John Kabus


Read More


Countdown to SunBurn 1.3.2 (SunBurn's engine-centric design, component system, and new editor)
SunBurn 1.3.2: The New Editor (a look at the new editor from its lead developer)




Posted 06-02-2010 10:28 PM by JohnK "bobthecbuilder"
Attachment: blog-terrain.jpg

Comments

Michael wrote re: SunBurn 1.3.2 Launched!
on 06-02-2010 11:41 PM

I am in love. I know I keep saying this, but I cannot wait to get SunBurn, and now that this huge release is out, it's the perfect time to get into it! :) Epic update man.

Tom wrote re: SunBurn 1.3.2 Launched!
on 06-03-2010 3:42 AM

Great stuff guys. The new type of Ambient Occlusion/Lighting you guys implemented sounds pretty great, is this as easy as setting the Ambient light depth to a certain value or should other things be done to get a full effect?

Philippe Da Silva wrote re: SunBurn 1.3.2 Launched!
on 06-03-2010 3:46 AM

Hey John,

Is it possible to pass a GPU perlin noise generated heightmap to the terrain rendering system easily?

Thanks

Philippe

Nelxon wrote re: SunBurn 1.3.2 Launched!
on 06-03-2010 8:24 AM

wow. just wow. SunBurn gets better and better with each release. This is probably one of the best purchases I've made.

JohnK "bobthecbuilder" wrote re: SunBurn 1.3.2 Launched!
on 06-03-2010 10:30 AM

Thanks guys!

@Tom, if you're using deferred rendering just set the ambient depth and you're good to go. :)

Forward rendering still benefits too, while the indirect lighting isn't used we did strengthen the ambient occlusion (compared with earlier SunBurn versions).

@Philippe, yes very easily - you can render procedural information to a texture, cast the terrain's effect to a BaseTerrainEffect, and then set your procedurally generated texture as the height map, blend map, or any of the textures on the effect.

The terrain is evaluated on the gpu at render time, so the new texture is automatically applied to the terrain without having to build / rebuild any meshes. :)

MattSimpson wrote re: SunBurn 1.3.2 Launched!
on 06-03-2010 12:54 PM

Wow! This looks amazing guys!!

Thanks very much for all your hard work. This makes me proud, and glad, to be a Sunburn licensee!

FrontlineFire wrote re: SunBurn 1.3.2 Launched!
on 06-03-2010 6:03 PM

I know what I'm downloading when I get home tonight!  Looks wicked.  My ambient light issues look solved and the terrain is icing on the cake!

MadMojo wrote re: SunBurn 1.3.2 Launched!
on 06-04-2010 7:53 PM

Woohoo! That's all I can say right now.

I can't wait to dig into all of this stuff!!

B wrote re: SunBurn 1.3.2 Launched!
on 06-16-2010 12:35 AM

So are we talking a full fedge terrain editor with Sun Burn ready to go with the 360...looks like visual 3d is losing  customers cuz now Synapse just give Indie developments pure gold

JohnK (WorkingOnTheSite) wrote re: SunBurn 1.3.2 Launched!
on 06-16-2010 2:52 PM

Hi B, the editor is similar to the material editor and allows editing from professional tools like photoshop, gimp, and more - all while seeing your changes in real-time.  Even more awesome tools will be available too. :)

gavanw wrote re: SunBurn 1.3.2 Launched!
on 10-10-2010 7:33 AM

First of all, great work :)  I am interested in potentially using the engine just because it looks like it gets a lot of the dirty work out of the way with lighting and shadows.  However, I am hesitant because I cannot figure out how "low level" the access to the engine is (I will probably need to tweak the heck out of it if I do use it).  Is access provided through source, or a DLL?

JohnK "bobthecbuilder" wrote re: SunBurn 1.3.2 Launched!
on 10-12-2010 12:16 AM

Hi gavanw,

We modeled SunBurn after XNA, it ships as assemblies (DLLs) and exposes both high-level systems and the low-level classes and helpers we built them with, allowing you to modify them as you see fit.

SunBurn also uses components called managers, which can be used to extend and / or replace SunBurn's built in features with your own.

SunBurn is interface driven allowing you to replace classes like lights, scene objects, shadow sources, and much, much more with your own custom classes.

This design makes it easy to get started using the default implementations we provide, but also allows you to make extensive modifications.

Let me know if this helps!



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