Welcome to the first of many SimplePlanes 2 dev blogs! We're going to be doing one of these about every couple weeks or so, sometimes more. Each one will showcase a multitude of features focused around a central theme. For this first post, the central theme will be on the map. We've got quite a lot to cover here!
Real quickly though, if you want to see individual segments of these dev blogs several days early as they're written, check out the #showcases channel in our official Discord server. We'd love to see you there :)
With the preamble over with, let's get into the exciting bits :D
The Main Islands
Something players love to do in SimplePlanes is zoom by at insane speeds, but our islands have always gone by in a blink. For SP2 we want to address many of the most common criticisms we’ve received and push things further than ever before. The new archipelago spans almost 800 km2 of highly detailed terrain both above and below the water, so even if you get the zoomies you’ll be flying over cool terrain for a little while before you find yourself lost over endless open ocean.
The archipelago consists of three main islands: on the Northern end there’s Vetusta Island, on the South there’s New Yoke Island, and separating them you’ll find Middleton. Each one is trapped in its own metaphorical time bubble, leading to very different vibes from one border to the next as you’ll get to see in future showcases.
For these new islands we tried to find a good balance between realism and terrain features that are impressive to look at while being fun to explore. In order to achieve this we have used a set of advanced tools to generate the terrain that combine the power of procedural noise, realistic erosion simulation, and high artistic freedom over the main landmass.
In this image you can see the full archipelago in its various stages as we first lay down the noise, then remap it and paint some canyons, ravines, and islets around, applying multiple erosion and weathering simulations on top of it and finishing it off by adding snow, rivers, and a few final touches before painting the different terrain textures using information from all the previous steps, such as the soil deposition and amount of erosion.
Now let’s talk about some of the tools we’re using that allow us to make our terrain look way better than before.
One of these tools is a terrain shader called MicroSplat, by Jason Booth. Without boring you too much with babble, what MicroSplat allows us to do is give our terrain more and better PBR textures along with advanced rendering techniques, all while being super performant.
For SimplePlanes 2 this means you’ll see better looking and more varied terrain than in our previous games, with more detail and without hurting performance too much.
Another big step up in visual quality that we can now take advantage of is heightmap-based texture blending. In our previous games when two textures interacted with each other they had a smooth blend of color and texture, but now the details of the rougher textures can sneak through the cracks as the blend happens, independent of the terrain resolution.
A big element that didn’t age well in SimplePlanes was how stretched some of the textures would get whenever we had a tall cliff or canyon. In SP2 we can now take advantage of a technique called Triplanar Mapping, which samples the texture from up to 3 different angles depending on its slope.
Probably one of the biggest limitations when it comes to large organic features is that the textures used result in very obvious tiling patterns as they get repeated over and over across the surface. To combat this we now have Stochastic sampling in our arsenal. At the cost of a few extra texture samples what this does is it rotates each tile at random and height blends them, entirely removing the visual tiling.
Vegetation
As you’ve definitely seen by now, the map is covered in trees. Not only does this help make the game prettier, it also provides a really nice (and necessary) sense of scale. Another benefit is it helps make low altitude flight feel more dangerous as the trees have colliders, which will ruin your whole day if you clip your wing while trying to be a showoff
The main limiting factor for having a lot of vegetation is that models that look good for trees require a lot of geometry, and with how large our map is we need a LOT of them. Games usually get around this by having what’s called Levels of Detail (LODs), so as things become smaller on your screen, they switch to simplified models and sometimes even to a flat image. But simplified geometry is still too much geometry for us (despite the name of the game), and flat images look really bad as you fly by. So, what now?
Once again, the huge ecosystem of tried and true assets Unity provides is of great help, with two really good tools in particular being very handy: GPUI and Amplify Impostors.
The first asset improves how the data for the trees flows between the CPU and GPU in a similar fashion to what Parallax does in Juno, but without the extra complexity of having a spherical planet with procedural terrain.
The second creates a texture that morphs depending on the view angle, faking the illusion of depth in what can only be described as magic. We collaborated with the Amplify team to test their 1.0 release for the Impostors shader to help us have zero compromises when it comes to foliage. Believe it or not, the trees in this gif are a flat image with some shader trickery!
Another huge challenge to overcome for a map the size of ours is figuring out how to place down the trees. Planting one by one may be meditative, but ain’t nobody got time for that. For this task Jason Booth comes back to the rescue with another great tool of his, MicroVerse.
This swiss army knife covers most of the flaws from the insanely underwhelming terrain tools Unity provides, and works hand in hand with MicroSplat to let us do non-destructive tweaks to the islands’ geometry, textures and vegetation interactively. For example, we can just ask it to place trees anywhere with grass, limit it to a certain altitude and slope, adjust the density and call it a day. Or even add patches of trees on demand in certain areas, in the screenshots you can see how inside of the yellow lines there have been trees added, and the blue lines are painting the terrain in dirt, and even carving it.
Caves & Rivers
When you think of a large sprawling landmass many things come to mind, but I bet none of you thought of caves. Yup, that’s right, we’ve done it! Now you can go hide in a hole underground just like IRL and never see the light of day. And maybe, just maybe, leading into that hole underground is a waterfall. Believe it or not, we have one of those too!
Caves and rivers have both been highly requested features in our previous titles, but they’ve been practically impossible for us to actually implement, the caves because we couldn’t do actual holes in the terrain, and the rivers because the water could only be at sea level.
For SimplePlanes 2, though, we’ve actually been able to do it. We’ve got rivers that aren’t just flat streams of water; they flow above the sea level, and we have a giant cave you can not just explore but even fly through, if your skills allow for it.
Roads
If we’re going to have such a large map, we need a way to get you to move from one end of an island to the next, besides just flying around or having to go offroad.
To achieve this, we’ve made a huge network of highways, roads, and trails, spanning over 300 km in length across the map. If you want to get in a car and drive from one end of the Archipelago to another on a road, that’s totally doable. If you want to get lost in the mountains following a winding trail, we also have you covered – no driver’s license required, but you better get insurance.
With the help of Microverse all these roads merge with the terrain, change their textures, and clear the trees, allowing us to go crazy without having to worry about laying down asphalt by hand, even for racetracks that seamlessly blend with the environment.
That does it for the first blog! Once again, if you'd like to see segments of these posts early, join our Discord server. Thank you for reading, we'll be back soon with more.
@Xper1m3ntal I agree we need napalm
Please add a functional bail out system
Update physics plz
🙏
Add napalm
hope ur guyt can add something like L laser rangefinders that can let us have the output data of the distance to the nearest features like a bridge or the terminal instead of terrain only like what
AltitudeAgl
currently do:)@PlaneFlightX Heh, that's funny.
Is it for pc and console only??
Train tracks? :(
Big thing Im wondering is how the physics are ganna be, especially for flying.
@SupremeDorian Interesting
@AndrewGarrison @SupremeDorian
I want to be a beta tester! 😭
@PlaneFlightX the SimplePlanes website doesn't have the image hosting capabilities the SimpleRockets site gives us so these blog images are hosted on there
https://jundroo.blob.core.windows.net/simplerockets/files/[blog images]
Ah yes, my favorite new game, SimpleRockets
@MobileBuilder21 I'm not optimistic.
That'd be a fundamental rewriting of the game's functions.
@Graingy It will probably be in an SP2 update or implemented via modding since it's a highly requested thing.
@MobileBuilder21 I want a sound barrier, personally.
I want the strains of having to make realistic transonic bodies, at least to some vague extent.
As an option, that is. An OG SP setting would need to be added if that were the case.
Which obviously it isn't, otherwise they would have mentioned it by now.
@Graingy Yes, the rigidity of parts is secured and as you stated the physics problem lies in the mechanical along with the aeronautical/fluid sim and collision relm. Of course only time will tell as to what will be looked at, and fixed by Jundroo.
@MobileBuilder21 Thing is, there hasn't been a word. You don't need a functioning build to announce your intentions (see: KSP2, or for a more successful instance, Doom [if my memory serves right]).
SP has rigid bodies (no flexibility), unlike KSP, so Kraken isn't nearly so much of a concern except for mechanical parts, which admittedly could use much work. A control core (like in KSP) would be helpful.
@Graingy Yes, SP Aero Physics are pretty bad, Im pretty sure Besieged has the same quality of Aeronautical Calculation, but damage type physics are also a concern because Like KSP if you have bad non aeronautical physics then your creations will start to experince unreasonal breaking in the form of things like "the Kraken" something that also plagues SP and makes one have to use structural wings with controll surfaces past Mach 2 due to wing flutter glitching... The good news is as far as I can tell the non Aero physics look like they're fixed or are getting there... Like you said however the importance is in the aeronautical physics and it is unclear if they fixed those because all they have shown so far is basic flight preformace and are yet to show and increase in such physics or a complete overhaul with complete or partial fluid simulation that would give Air Physics to things like fuselage blocks eliminating the need for "Drag" to be a separate force.
@Graingy The reason for this delay could be for convenience or because they are still patching bugs up, quite frankly I think it might be both in that Jundroo is delaying it so that it is closer to the release date and that way they can do last min fixes and add/test some features in the off time.
@MobileBuilder21 I care little for damage physics. Flight physics are the jewel here.
@Graingy There is an apparent increase in Physics but there are also some specs that will have to be mentioned later is what I can gather from @SupremeDorian 's comment and the various clips of aircraft crashing/midair colliding show that increase, because where regular SP physics would have made the whole aircraft instantly disintegrate this does not happen in the SP2 clips... The first evidence of this is actually shown in the SP2 release teaser that came out last year when the A-10 folds apart upon getting struck by a missile instead of the regular disintegration... Same apply's for the Little Bugger scene a little bit later.
The graphics and islands and terrain are very beautiful, the sky is normal and for me it is almost the same as 1 This definitely won't run on my pc
@SupremeDorian This sounds either very good or very bad.
The lack of any word or demonstrations has left me concerned.
@Graingy we will talk about physics in due time