03 The new renderer
Same field. New light.
Ractr draws with a new renderer now, and this is the world through it. The world is still one density field. The renderer lights it by tracing rays through the world itself: soft shadows, ambient occlusion and light that bounces, with nothing baked.
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Thornwood05:16Before dawnLive play
The moon low over the Thornwood before sunrise. Its face is NASA’s Lunar Reconnaissance Orbiter colour map, not a painted disc.
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MoonriseNight, mistLive play
The moon rising behind a stand of trees, with mist in the hollow and stars overhead.
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The black hole22:30Clear nightEngine frame
The black hole in the night sky, drawn with DFD’s own optics. The far side of its disc is lensed up over the shadow and back under it, and the stars behind it bend around it.
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Roeford16:56Day rainLive play
A bridge slung between two chains of stone, each link taller than a house, with rain falling across it.
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Roeford18:24DuskLive play
The same bridge that evening, with the moon coming up behind the chains.
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The Heartwood13:42Clear dayLive play
A lake in the Heartwood at midday. The water reflects the trees standing round it.
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The Heartwood14:51Day rainLive play
The same lake an hour later, when the weather turned. The cloud thickens and the light goes flat with it.
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Roe Grove17:36ClearEngine camera
Low sun through the trees at Roe Grove. Every tree throws its shadow across the sand and into the water.
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Thornwood08:02ClearLive play
Morning in the Thornwood. Light comes through the canopy and lands on the clearing in patches.
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Thornwood08:02ClearLive play
The same morning, looking up. The clouds are volumes the light passes through, not a picture painted on a dome.
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Tallow Quay08:34Day rainLive play
Rain at Tallow Quay. The cobbles and the wall are wet, and a deck of cloud rolls over the meadows.
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Tallow Quay17:54DuskEngine camera
Dusk on the flats outside Tallow Quay, with heaped cloud low down and high cirrus above it.
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17:24ClearEngine camera
The guards of a capital and of a castle, lined up for the camera. Every one is the same modular Frontier body, dressed piece by piece.
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Wardholm17:36Zone lineEngine camera
Crossing into Wardholm. The screen fades out and the zone’s name comes up with its line of lore.
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Wardholm17:36ClearEngine camera
A few seconds later, inside the zone. Its sky, light, fog and music have taken over from the last one’s.
Light that bounces
Soft shadows, ambient occlusion and bounce light are traced through the world’s own field every frame. Nothing is baked, so whatever you dig or build is lit like everything else.
Clouds with depth
Volumetric clouds move with the weather and shade the ground beneath them, and the air itself scatters light, so sunbeams show in the haze.
Water that looks back
Lakes and rivers reflect what stands around them. The sea is simulated every frame on the GPU from a real ocean-wave spectrum.
Grass, blade by blade
Grown on the GPU every frame, wherever the field says there is ground. Dig a hole and the grass in it is gone on the same frame.
Real trees
57 tree models that sway in the wind, let light through their leaves and throw dappled shade.
The night sky
The Moon wears NASA’s Lunar Reconnaissance Orbiter colour map. Stars and the Milky Way come out as the sky gets dark enough to show them.
Zones, the old way
Cross a zone line and the screen fades, the zone’s name comes up, and the sky, light, fog and music change to the new zone’s own.
People
Every townsperson and guard is a Frontier character: one modular body, dressed piece by piece, so a crowd doesn’t repeat.
Every frame is the running game’s own output, cropped and never retouched. “Live play” frames were captured while playing. “Engine camera” frames come from the engine’s scripted camera with the interface switched off, apart from the zone card, which is the point of that frame.