Syn3h.com - All http://syn3h.com/index en-us ATIServer 8 0 25 <![CDATA[Syn3h B2 - Rendering upgrades, Whirld revamp]]>
Greetings everyone!
 
 
Please welcome the second of Syn3h's beta releases, available now after all-too-long of a delay.
 
 
This release focuses primarily on the Whirld and Rendering systems, though the rather massive changelog can speak for itself.
Please let me know if this version solves any inverted graphics/no picture/poor framerate issues you experienced in the previous beta.
 
Be sure to stop by Unity Island, which serves as a demo to show off new Whirld functionality - including the fact that it is now entirely contained in a single, binary, highly optimized, webplayer cachable .whirld file! Enjoy the new sea system, globally illuminated lightmaps, completley revamped rendering effects and fine tuned quality levels, STUNNING new vehicle and xorb materials, and much more.
 
 
Don't worry about the completley broken keybindings, lack of lava on the classic Martian worlds, rather dull looking seas at low quality levels, and other miscellaneous issues - they are on the top of my list.
 
 
For all you map designers, the Whirld toolkit will be available once Unity 3.2 is released (should be safe to hold your breath)...
 
 
-Aubrey
 
 
 
 
  • Massive strides forward in Whirld water system
  • Cache loading will now be a bit faster, as I have obliterated the need for a secondary buffer cache.
  • Cache dir on OSX should now be ~/Library/Application Support/Whirld Cache - you can delete the old ~/Documents/Library/Application Support/Whirld Cache folder used by B1
  • Nicer looking server list in lobby, with a bit of space between each server row
  • Buggy skidmarks now properly aligned to tires
  • Buggy autorighting is now a bit smarter, and should never skid the buggy sideways along the ground like it did before
  • Buggy's suspension system now never protrudes from the bottom of the buggy
  • Buggy wheels no longer penetrate walls to fall through the floor outside the wall, and it's rollover crashes look nicer
  • Buggy's shocks are now a bit more powerful for high speed offroading
  • Buggy's camera following distance has been moved back a bit
  • Malformed Whirld entries should no longer crash Syn3h
  • Xorbs now fit buggy properly
  • Fullscreen mode can now be controlled via a button at the very top of the Interface panel
  • Antialiasing now defaults to false, please try turning it off if you experience weird rendering glitches
  • LOD System now functional again
  • Rendering materialization sites from near distances shouldn't slow down low end systems as much (Thanks, Achilles!)
  • Global shader lod max and camera rendering path are now directly linked to Syn3h's quality level, which should result in much higher framerates on low end hardware with the quality set to a minimal level
  • Integrated Whirld Repository search field in the Server Creation interface of Syn3h now has focus by default
  • Xorbs now partially transparent at lowest quality levels, instead of fully opaque
  • Fine tuned quality levels, with the two lowest now being actually useful
  • Buggy skidmarks now shown only above Simple rendering level
  • Buggy wing warping now a bit smoother
  • Vastly more intelligent new seafloor texture algorithm which smoothly blends combination of all beach textures into the sea
  • New Unity Island with occlusion culling, baked lightmaps, and much more!
  • New Whirld skybox horizon fog baking system - it's brilliant
  • World sunlight shadow feathering normalized
  • Whirld library now includes many new helpers, such as the Whirld optimizer
  • The "Cancel" button while loading a world now properly terminates loading and returns Syn3h to the lobby
  • Whirld loader no longer confused by attempting to cache URLs  with a ? in the name
  • Hosting a world instantly after starting Syn3h with a large Whirld cache to parse no longer causes a crash
  • Fastest quality level now looks a bit nicer
  • Significant shadow quality enhancements at high rendering levels
  • More reliable network testing
  • Vehicle reflection cubemaps now dynamically generated for each world, resulting in much more convincing reflections
  • Realtime vehicle reflections at fantastic level!
  • Cameras bundled inside worlds are now summarily disposed off, instead of wreaking havoc on core game logic
  • New automatic Whirld alt offset if loaded with a legacy sea alt
  • Improved rendering effects, as well as their relation to game quality levels
  • Whirld loading percentages rounded
  • Default block world object no longer cast shadows, which means that there is no longer a weird realtime shadow edge line following you around
  • Sunlight beam effect now enabled on worlds with lens flares defined in the primary directional sun light
  • Fixed &quot; in ads
  • App Update detection enabled
  • To resolve interface ambiguities, game worlds are now described as "maps" in Syn3h's primary lobby interface
  • Buggy autorighting now slower to activate, but stronger once it gets going
  • Cache controls now available at bottom of world selection list as well as lobby settings pane
  • Beginning of webplayer caching...
  • Dynamic shadowcasting is now disabled for objects that aren't lightmapped, to prevent them from casting shadows in a strange looking circle around your camera
  • Nifty new JumpPoint system, and other smart objects, for the Whirld 4 release
  • Doppler effect temporarily disabled in preparation for audio system upgrade
  • Upgraded image effects, including edge blending that no longer needs to be manually enabled
  • Resolution dialog now shown by default for standalone builds
  • Wind for Unity Island!
  • Enabled static and dynamic batching for Whirld for significant rendering performance improvements
  • Whirld Water now automatically downgrades itself if a deferred rendering path isn't available
  • Floors, lights, etc reenabled for legacy block worlds
]]>
Fri, 04 Feb 2011 03:49:31 +0000
<![CDATA[Whirld 5 - Introducing the Path System]]> Greetings everyone!
 
I'm going to take a break from Syn3h development for a week or two to get some other projects back up to speed, but the work I have been doing on Whirld 5 has been too exciting to keep to myself. Please note that Whirld 5, as was it's predecessor, is beta quality software - there is still much I have planned which isn't yet implemented - there is no documentation - and certain components are still a bit rough around the edges. If you can't figure out how everything works, don't worry - future versions will include complete documentation to guide you along.
 
-Aubrey
 
 
 
Download Link:

Complete: Whirld 5 Unity Package (8 MB)
 

Upgrade Instructions:

Whirld 5 has been completely reorganized (to the point that it is now nearing organizational perfection). The safest upgrade path from Whirld 4 is:
  1. Quit Unity if it is running
  2. Backup all your work
  3. Duplicate your Unity project folder using Finder or the Windows Explorer
  4. Open the duplicate project, and delete the "Whirld" and "WhirldFramework" folders within it
  5. Start Unity, open the new duplicated project, and import the Whirld 5 package.
  6. If you have made any customizations to the Whirld Framework, (custom camera logic, the ability to fire projectiles, a custom lobby, etc) you can now copy the sections of code you have customized from your old project to your new one.
If all goes well, you will have a perfectly organized Whirld 5 enabled Unity project when you are done. If something goes wrong, delete the project you created in step 3 and try again.
Note: you shouldn't need to do all this for future Whirld upgrades. It's just that I have tweaked so much, I am sure that everyone with customized frameworks will want to gain the new functionality.
 
 
What's New:
  • FRAMEWORK: Game controller panel now snaps elegantly to the left and right edges of the screen. Also solves the jittering problem on small viewports
  • FRAMEWORK: Now totally modularized - allowing you to load the framework into any scene as the game is playing. This now happens automatically, allowing you to playtest a scene as you are working on it by clicking the "Play" button in Unity. That's right - there is now no need to switch to the controller scene first every time you want to test your world. Cool idea, Eric!
  • New "Whirld" Unity editor menu, which contains organized links to everything the library has to offer
  • New "Whirld Manager" editor window, which provides instant access to everything Whirld has to offer. The "_Whirld" controller's inspector panel now consists of nothing but a link to the editor window
  • New "Whirld Resource" tool to enable prefab locking on noneditable items such as the Base (Canceled: Currently impossible due to Unity bugs, Unity is working on fixing them)
  • Much nicer Jump Point interface, with a wider range of input values - Gub
  • Custom floor shader to eliminate z fighting with terrain
  • Floor and sea now autoset their altitude as terrain is raised and lowered in edit mode
  • Realtime sea and floor updates in edit mode. They now follow you around!
  • Enlarged sea and floor to prevent visible horizon line when fog is light
  • Vehicles no longer collide with sea when it is disabled - Gub
  • Many operations in Whirld now tie into Unity's undo system, eliminating headaches and smoothing your workflow
  • Tons of other minor tweaks and bugfixes
  • And last - but certainly not least - the beginning of the Path System!

Whirld's new path system will make it effortless to create trails, rivers, roads, walls, racetracks, and more inside the Unity editor.
There are several existing Unity plugins to create roads and rivers, but nothing like this. What makes Whirld's Path system so awesome, you ask?
  • Path implements the Catmull-Rom spline algorithm, which means that created paths will smoothly intersect all defined control points. You have COMPLETE control over the position of each path section, and the radius of each curve
  • Each control point is an independent GameObject in Unity. This means that you can use tons of shortcuts like selecting and dragging multiple control points at once, dragging a point along the terrain surface by holding the Shift and Ctrl keys, or copying and pasting groups of nodes between paths
  • Building paths is effortless! Click one button to toggle path creation mode, and then each right click you make in the scene will create a new node for the active path
  • Edit non destructively, in real time! Path ties into Unity's editor update loop, watching for your changes and then instantly regenerating itself up to ten times per second. You can add or remove nodes, adjust widths, fine tune automatic banking parameters, and much more - and watch as your changes are instantly reflected in the path you are adjusting. The path library can even be called from a running game...
  • Path can create closed and open splines with equal ease, and even toggle between them with a single checkbox. In open splines, the first and last nodes serve as control points - and the gizmo icons and colors vividly illustrate this
  • Path can generate highly customizable static path meshes, or it can be used to carve and paint paths into existing terrain objects or serve as a guide for racetrack boundaries.
  • Here's a couple development screenshots: Path Tests
 
The current path library includes quite a bit of functionality, but far more is planned. Here's some items on my Whirld to-do list:
  • Update Water system with more impressive, more customizable simple water
  • Create a centralized Whirld UV system to enable world space object texturing
  • Create a centralized decal system to enable atlased textures wrapped over world geometry
  • Other "smart" objects: portals, race rally points, bot/turret/npc system etc
  • Upgrade LOD system to use a single Update call for all objects.
  • Include color correction customization data for each world - Achilles
  • Realtime mesh subdivision - http://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface - http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface
  • Runtime path LOD system - just like the terrain engine, but for splines...
  • Ability to stretch arbitrary meshes along paths, with any defined offsets. Fences, bridges, telephone poles, and so much more!
  • Custom heights and X axis offsets for each path "row". This will allow the creation of walls, crowned roadways, marble chutes, etc etc
  • Finish path terrain integration, to enable full terrain painting and path carving
  • Fine tune path export options - possible ability to generate paths after world load instead of packaging path meshes into Whirld bundles?
  • Add linear path uv mapping to facilitate striped roadways and the like
  • Experiment with optimizing intensive operations (such as terrain path carving) for parallel processing on multicore hardware
]]>
Fri, 01 Apr 2011 16:33:49 +0000
<![CDATA[Site Updates - Syn3h.com streamlined]]> Hello everyone!
 
Beta releases for Syn3h (and Whirld...) are just around the corner, and in preperation I have cleaned out Syn3h.com a bit.
Ideas, fan fiction, etc are welcome - but I'd prefer to keep them at MarsXPLR.com for now 'till the beta period draws to a close and all content is migrated to this site as a coherent body. This will help to keep Syn3h development streamlined and on track, and ensure there's no confusion as to where community content should currently be posted. (I am planning to preserve MarsXPLR.com as a read-only archive once Syn3h leaves beta, to help remember the great times we have shared).
 
Syn3h.com now contains only my official beta release posts, and you can find all the other content that was here over at Mars Explorer's site.
 
All the best,
 
-Aubrey
 
 
P.S. If you're interested in automatic notification of beta releases, you might want to subscribe to Syn3h.com's rss feed.
]]>
Thu, 20 Jan 2011 22:23:52 +0000
<![CDATA[Whirld - Syn3h's World System]]>
Whirld is the Compatible, Extensible, Open world system for Unity 3D.

The Whirld Toolkit provides everything you need to design high quality 3D environments,
and the Whirld Library enables applications like Syn3h to stream those environments on demand.

Both are included in the Whirld Framework, which is a freely available plugin for the Unity 3D Editor.
 
If you're new to 3D development, welcome aboard! Virtual world design provides a boundless realm for your creativity, as well as teaching you highly marketable skills and providing you with a global audience to enjoy your work. If you're a veteran developer, incorporating the Whirld library into your projects could take them to a new level. Whirld offers a vast collection of ready-made game worlds, an ecosystem of professional and amateur designers, and a growing community of high quality Whirld enabled applications.
 
Whirld was created to enable virtual realities that share worlds with each other, and that empower players to participate in their creation. If you are interested in Whirld-enabling your Unity application, contact Aubrey Falconer - the creator of Whirld.
 
 
 
Ready to design your own world?
 
  1. Download Unity 3D:
    Unity 3D is one of the foremost 3D application development platforms available - it includes a powerful runtime, and an incredibly polished editor. Best of all, a free version is available for budding world designers.


  2. Download the Whirld Framework:
    Whirld extends Unity with the resources you need to create and share 3d worlds.


  3. View the Introductory Tutorial:
    Soon a dedicated reference manual will be available for all the functionality Whirld has to offer - but in the mean time, this video will get you started.


  4. Share your creation:
    Once your .whirld file is hosted online, you will be able to explore it in any Whirld enabled application! If you'd like to share, post a link on MarsXPLR.com and you're sure to receive suggestions and support. Once you master the artistic and technical aspects of world design and create a true masterpiece, your work could be featured in the Whirld Repository - a real time global listing of the finest worlds available.
]]>
Fri, 11 Mar 2011 03:40:01 +0000
<![CDATA[Whirld 4 - The open, extensible world system for Unity 3D]]> It's official:
 
You are now ready to begin creating the virtual worlds of your dreams.
Unity 3.2 and Whirld 4 make the perfect combination to design, prototype, and deploy custom worlds for Syn3h and other future Whirld enabled games.
 
Please let me know of any issues you experience, Whirld will be submitted to the Unity Asset Store once all the bugs are worked out.
I can't wait to see all the worlds created by Mars Explorer's community upgraded for Unity 3 and included in Syn3h!
 
 
Notes:
  1. Whirld 4 requires Unity 3.2 or higher. Please upgrade before importing Whirld
  2. If you have a project that already includes my previous Whirld 3 beta release, you need to delete EVERYTHING related to the previous beta before importing Whirld 4
  3. Due to Unity's licensing restrictions, Unity Pro is needed to produce the .Whirld bundles that can be streamed by Syn3h. I have included an easy to use system to move your Whirld onto a computer capable of bundling it, and am working on a more elegant and integrated solution for the future.
 
Links:
  • Unity3d.com
    Download the Unity Editor.

  • Whirld Framework
    (39 mb) Includes Whirld library, basic game manager, Buggy and Jet vehicles, and a sample world.
    This is the package you need to design, prototype, and release your worlds.

  • Whirld Library
    (4 mb) Desire only the library? Here you are.

  • Whirld Repository
    This is the database that Syn3h is connected to.
    If you build an awesome world, contact a repo admin for possible inclusion.
 
Introductory Tutorial:
 
]]>
Thu, 24 Feb 2011 08:37:26 +0000
<![CDATA[Syn3h B1 - A New Beginning]]> Please welcome the first Beta release of Syn3h!
 
This is provided for map designers who need to test their new Unity 3 worlds (official export library coming soon), curious fans who want to stay on the cutting edge of things, and me - so I can receive feedback on what works and what doesn't once everything settles down a bit.
If you don't fit into one of these categories, you should probably stick to Mars Explorer for the next couple of months :)
 
If something looks out of place, don't worry - it's a placeholder for things far greater to come.
 
Don't bother reporting bugs you come across in this beta, they are far too numerous to enumerate.
We'll try to stick to something like a weekly beta release schedule, and within several weeks should have the bugs well on their way to extinction.
 
Beta releases are provided as zip archives of native (Universal) Mac and Windows applications. Installers will be included once things stabilize a bit after the first couple releases. (Until then, just manually copy the app to your Applications folder if you're on a Mac, or your Program Files folder if you run Windows).
 
To keep track of the latest progress, be sure to check out my Evernote powered Syn3h Devlopment Notebook
 
Enjoy!
 
-Aubrey
 
 
 
Mac Version:
Download Syn3hMac.zip (13 mb)
 
Windows Version:
Download Syn3hWin.zip (8 mb)
 
 
Update: Links above are provided by Achilles, and hosted by Ge.tt. If you'd prefer a BitTorrent download, please use these links:

Mac: Map.Syn3h.com/app/1/Syn3hMac.zip
Win: Map.Syn3h.com/app/1/Syn3hWin.zip
]]>
Mon, 27 Dec 2010 00:47:39 +0000
<![CDATA[Download]]> Ready to experience Syn3h? You're only a couple clicks away.

Syn3h will make excellent use of the latest and greatest hardware available, but any moderately powerful computer should be adequate.

You'll need a fast internet connection to download worlds and enjoy the full multiplayer experience, but Syn3h can save maps on your computer for when you aren't online.
 
Mac OS X:
Coming soon the the Mac App Store!


Windows:
Complete MSI installer, will autoupgrade previous versions.


Linux:
Syn3h Linux support is planned via Google's Native Client technology - but in the mean time, advanced users may find success using PlayOnLinux to run the Windows binary.


Apple iOS:
Syn3h Touch is in the works - but in the mean time you can enjoy Mars Explorer on your iPhone, iPad, and iPod Touch.


]]>
Thu, 10 Mar 2011 03:23:26 +0000
<![CDATA[Syn3h Beta1 Imminent - Merry Christmas!]]> Merry Christmas everyone!
 
 
Years of work, and months of concentrated development, are about to be unveiled.
 
I wouldn't think of releasing something that will have everyone gathered around a computer on Christmas day - but tomorrow, the first official Syn3h beta will be available for your enjoyment. Don't expect perfection, or even feature parity with the last Mars Explorer build. I have ramped up my production quality a great deal, and it takes time to get things dialed in perfectly.
 
For the next several months, I will do my best to get a new beta out each Monday - working relentlessly towards the final release. In order to deliver this beta in a functional state I have disabled a plethora of features in active development, but they will see the light of day as soon as they are ready. If something seems odd or out of place, there's an excellent chance that it is a placeholder for something much greater to come.
One of the most significant of these features is the Whirld editor toolkit - but I can assure you that it is well on it's way to universal availability.
 
 
What can you expect in the first beta? Tons of glitches and bugs. But here's some other things you might notice if you can look past them:
  • Vastly improved networking reliability
  • Client side asset caching on native app versions, including cache parsing for offline play. That's right - you can now be offline, and still load and play Unity Island in under a second
  • In-game access to the Whirld Repository, a new system to organize and share the variety of worlds available
  • Completley redesigned GUI, with more intuitive language and interface elements throughout
  • Massive graphical enhancements - including a deferred lighting rendering pipeline for spectacular lighting, shader, and particle effects, and gorgeous new elements such as the smooth minimap and breathtaking sea exploration filters
  • GTR's beautiful new buggy, which I spent several days fine tuning
 
... And what's ahead for future versions?
  • Finalized sea system
  • Whirld toolkit release
  • Official world material bundles, to make adding steel, glass, forcefields, etc to worlds easy - and resolve the shader imcompatibilities with Unity 3 (you'll see pink objects in some worlds now)
  • Dedicated game modes
  • New vehicle designs, including the Android for exploring detailed cityscapes. Ok - here's a wild idea: who would feel devestated if I were to merge the tank and hovercraft?
  • Much, much more... I am experimenting with Teamspeak 3 voip communications, Badumna P2P networking, Earth terrain datasets, and a host of other amazing technologies
 
-Aubrey
]]>
Sat, 25 Dec 2010 17:10:27 +0000