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sfsimNewsMetallic and roughness factor
Game update

Metallic and roughness factor

sfsim · published 7 Aug 2026, 23:09 UTC

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I have released version 0.29-1 of sfsim.

The Open Asset Import Library (assimp) which is shipped with the LWJGL3 library has been updated some time ago. I am now able to access the metallic value and the roughness value from the glTF exported by Blender. The metallic and roughness value are now used in the model shader programs so that the spacecraft has a more metallic surface.

In the meantime I am still working on implementing deferred shading to facilitate rendering of a runway and localized light sources.

Let me know any feedback and comments in the sfsim playtest discussion forum.

Don’t forget to wishlist sfsim!

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Community6 Sep 2026ShockwavesI am excited to share early results of shockwave rendering with the community! I would like to add visualization of a glowing shockwave during atmospheric reentry in the sfsim spaceflight simulator. I explored possible approaches by discussing the problem with Google Gemini. Popular approaches seem to use meshes with animated semi-transparent noise textures. However this still leaves the proble…Major update27 Aug 2026Deferred RenderingI have released version 0.30-1 of sfsim . This release introduces a major overhaul of the rendering code as well as a runway for the spacecraft. The rendering system is implemented using the Clojure programming language as well as GLSL . LWJGL3 is used to access the graphics card’s OpenGL bindings. The new rendering code uses deferred shading , which first computes and stores per-pixel geometry…In-game event16 Jul 2026Deferred shadingCurrently I am working on deferred shading. This requires me to separate rendering into two passes: · Geometry pass : render data to a point buffer, normal buffer, and a color buffer, etc. · Lighting pass : use the geometry buffers to compute lighting including shadows and volumetric clouds. The change is quite a bit of work, because I have to split up the graphics code and the shaders for rend…