Technical Overview
Bending Time is in System Alpha for Phase 1.
Bending Time is in System Alpha for Phase 1.
Technical Details
1. Observer – World
2. Map
3. Geo
4. Celestial
5. Misc
1. Observer – World
- True Observer-centric design and implementation; world is built around Observer as they move around
- Globe and planar 3D worlds
- Globe, planar and first-person cameras
- High performance observer-world updates
2. Map
- File formats including Quantized Mesh, DEM, FLT, BIL, HGT, RAW, JPG, PNG, TIF, GML, KML, SHP, OSM, Vector Tiles
- Web services including WMTS, TMS and TileJSON
- 2D and 3D planar software primitives including points, lines, polygons, spheres, cubes, etc.
- Map projections including Mercator, Lambert Conformal Conic, UTM, UPS, MGRS and more
- Significant open map data retrieved, processed and hosted in Bending Time's public cloud
3. Geo
- Geodetic (lat-lon-alt) and XYZ coordinate systems
- 2D and 3D globe software primitives including points, lines, polygons, spheres, cubes, etc.
- Distance, bearing and waypoint calculations on ellipsoid
- Aerospace capabilities including pitch/yaw/roll and ENU/NED coordinate transformations
4. Celestial
- True Sun and Moon positions
- True star positions
- Equatorial, ecliptic, galactic and supergalactic coordinates
5. Misc
- Multi-threaded tile loading and rendering
- Comprehensive units of measurement
- BT developed and owned (performance-optimized and no license encumbrances)
- Code is military quality
Alpha Demo
While the video below may seem like a regular 3D globe, it is running within the Unity game engine and lays the foundation for the terrain shading, forest generation and dynamic ocean rendering solutions in large-world coordinates.
While the video below may seem like a regular 3D globe, it is running within the Unity game engine and lays the foundation for the terrain shading, forest generation and dynamic ocean rendering solutions in large-world coordinates.
Technical Status
Working towards MVP that shows the value-add beyond a regular 3D globe.
1. Terrain
2. Forests
3. Ocean
4. Sky/Atmosphere
Working towards MVP that shows the value-add beyond a regular 3D globe.
1. Terrain
- COMPLETE: PBR terrain pipeline
- IN PROGRESS: add fractal terrain refinement
- TODO: add terrain shadow pass
2. Forests
- COMPLETE: GPU instancing prototype complete
- TODO: add tree placement from forest map data
- TODO: implement ground textures at long view distances
- TODO: implement grass at surface
3. Ocean
- COMPLETE: Ocean prototype in Unity (www.youtube.com/watch?v=FY3URAswwdU)
- COMPLETE: Initial geoid tile implementation
- IN PROGRESS: Ocean geometry in ENU coordinates
- IN PROGRESS: PBR ocean shading
- TODO: ocean rendering at long view distances
- TODO: sunlight and terrain reflections
4. Sky/Atmosphere
- COMPLETE: Initial atmosphere implementation
- COMPLETE: True Sun and Moon positions with intensities and direction vectors
- TODO: improve transition from space to surface
- TODO: sunlight colour from scattering solution