Space Sunday: the Martian tilt and Plutonian clouds

Tethys, Enceladus and Mimas seen above and blow Saturn's rings in a stunning image captured by the NASA / ESA Cassini mission, released on February 22nd, 2016. - are captured in this group photo from NASA's Cassini spacecraft released on Feb. 22. Tethys (660 miles across) appears above the rings, while Enceladus (313 miles across) sits just below center. Mimas (246 miles across) hangs below and to the left of Enceladus. This view looks toward the sunlit side of the rings and was acquired at a distance of approximately 837,000 miles from Enceladus.
Tethys, Enceladus and Mimas seen above and blow Saturn’s rings in a stunning image captured by the NASA / ESA Cassini mission, released on February 22nd, 2016. Tethys, 1056 km (660 mi) in diameter appears above the rings, with  Enceladus, 501 km (313 mi) across, just below them with Mimas, 393.6 km (246 mi) across below and to the left of Enceladus. Looking towards the sunlit side of the rings and was acquired at a distance of approx 1,339,000 km (837,000 mi) from Enceladus (credit: NASA / JPL)

The Sliding Surface of Mars

We’re all familiar with images of the surface of Mars, with the Tharsis volcanoes straddling the equator and the great gash of the Vallis Marineris just to the south. It’s a view seen in many orbital images of the planet, and one thought to have been more-or-less representative of the topography of Mars from the earliest times.

However, new studies by geomorphologists, geophysicists and climatologists led by a team of French scientists, suggest that the surface of the planet underwent a gigantic “tilt” of between 20 to 25 degrees some 3 to 3.5 billion years ago, drastically altering its appearance whilst also offering an explanation for one of the mysteries of Mars.

Mars as we know it today, Arsia Mons, Pavonis Mons, and Ascraeus Mons straddling the equator
Mars as we know it today, Arsia Mons, Pavonis Mons, and Ascraeus Mons straddling the equator, and part of the Tharsis Bulge, with massive Olympus Mons further to the north and west, and the gash of the Vallis Marineris to the south and east

While a process known as variations of obliquity can cause a planet’s axial tilt to shift  over large periods of time (Earth’s axial tilt of 23.4° is decreasing at the rate of about 47 minutes of arc per century, for example), this is not the cause of Mars’ shifting “face”. Rather it is the result of the massive Tharsis Bulge.

The largest volcanic dome in the solar system, Tharsis is a plateau some 5,000 km (3,125 mi) across and around 12 km (7.5 mi) thick, topped by the massive volcanoes of Tharis Montes: Arsia Mons, Pavonis Mons, and Ascraeus Mons. It formed over a period of roughly half a billion to a billion years, commencing around 3.7 billion years ago.

The French research suggests that as the Tharsis Bulge grew as a result of volcanic activity, so it gained considerable mass – perhaps a billion billion tonnes), which caused the crust and mantle of the planet to “slip” around the core, rather like turning the flesh of an apricot around its stone. Thus, Tharsis appears to have “dropped” to the equator from a latitude of around 20 degrees north, completely changing the face of Mars during its first 1 to 1.5 billion years of history – the time at which life might have arisen, if it arose at all.

Mars as it may have appeared around 3.5-3.7 years ago, prior to the Tharsis Bulge forming
Mars as it may have appeared around 3.5-3.7 years ago, prior to the Tharsis Bulge forming (credit: Didier Florentz, Université Paris-Sud)

While such a slippage had previously been suggested, notably through the work of Isamu Matsuyama of the University of Arizona in 2010, the French study is the first to offer definitive geomorphological evidence that this is the case. One of the major outcomes of the work is that it explains why Mars has huge and seemingly anomalous underground reservoirs of water ice located far from the poles. As the mantle and crust shifted, so they carried the frozen land which originally lay over the poles away from them, complete with the subsurface water and ice.

Overall, the study radically alters the generally accepted chronology of Mars, which has Tharsis forming before the before the widespread creation of rivers and water channels on Mars. now it appears that Tharsis formed at a time congruent with the existence of liquid water on Mars and the formation of river valleys and other water features. Thus, the volcanic activity on Tharsis may have actually contributed to the period of liquid stability on the planet.

The Methane Snows and Particle Clouds of Pluto

 enhanced color image is about 2,230 feet (680 meters) per pixel. The image measures approximately 280 miles (450 kilometers) long by 140 miles (225 kilometers) wide. It was obtained by New Horizons at a range of approximately 21,100 miles (33,900 kilometers) from Pluto, about 45 minutes before the spacecraft’s closest approach to Pluto on July 14, 2015.
Captured from a distance of 33,900 km (21,000 mi) from the point of closest approach to Pluto on July 14th, 2015, this New Horizons enhanced colour image reveals the ice-capped mountains of “Cthulhu Regio” in a strip some 450 x 225 km (280 x 140 mi). The image was taken about 45 minutes prior to closest approach (NASA/JPL / DHU?APL / SwRI)

The New Horizons team has discovered a chain of exotic snowcapped mountains stretching across the dark expanse on Pluto informally named “Cthulhu Regio”, one of the minor planet’s more identifiable features, and which stretches almost halfway around Pluto equator, some 3,000 km (1,850 mi) in length and some 750 km (450 mi) across, with one end abutting the ice-covered flats of “Sputnik Planum” I’ve previously written about in my coverage of New Horizons.

The high-resolution images show a mountain range in approximately 420 km ( 260 mi) long, the highest slopes of which are coated with a bright material that contrasts sharply with the dark red of the more usual dark red colouring of the region (thought to be the result of dark tholins, complex molecules initially formed by the reaction of methane and sunlight high in Pluto’s atmosphere, coating much of “Cthulhu Regio”. Scientists believe the white material could be methane which has condensed out of Pluto’s tenuous atmosphere to form ice, coating the peaks, much as ice can condense out of cold air on Earth to form frost. There has even been speculation that the white material is the result of methane ice condensing as “snow” and falling across the peaks.

Continue reading “Space Sunday: the Martian tilt and Plutonian clouds”

HTC Vive and Microsoft HoloLens available for pre-order

The HTC Vive and Microsoft HoloLens: available to pre-order (sort-of in the case of the HoloLens)
The HTC Vive and Microsoft HoloLens: available to pre-order (sort-of in the case of the HoloLens) – credits; Vive via HTC, HoloLens via Microsoft

Monday, February 29th 2016 saw HTC / Valve open the doors for pre-ordering of the consumer version of the Vive VR headset, while Microsoft started accepting pre-orders for the Development Edition of the AR / mixed reality HoloLens system.

The first batches of each system are expected to start shipping around the same time as Oculus VR commences the first shipments of the Rift headset, which was made available for pre-order in January: the Rift is expected to start shipping on March 28th, world-wide, with the Vive starting on April 5th, also world-wide (although the latest update on the UK order page now states shipping will be in May 2016, possibly as a result of initial order received). The HoloLens will commence shipping on March 30th – but only to developers in the USA and Canada.

HTC initially announced the US consumer price for the Vive  – US $799 excluding sales and shipping –  on Sunday February 21st. This is some US $200 more than the Oculus Rift, but the prices does includes two wireless hand controllers; Rift buyers will have to purchase similar controllers separately, either from a third-party or through Oculus VR when their Touch system launches some time in Q2 2016. While no prices have been confirmed for the latter, many are taking Palmer Luckey’s comments that bundling Touch with the Rift would have “significantly” raised the price of the latter to mean that Touch is liable to cost between US $100 and US $200 – markedly closing the gap between the two systems.

The Vive pre-order kit comprises the headset unit, two wireless hand controllers, two room sensors and a pair of ear buds (the headset includes a jack socket for those wishing to use their own headsets / ear buds
The Vive pre-order kit comprises the headset unit, two wireless hand controllers, two room sensors and a pair of ear buds – although the headset includes a jack socket for those wishing to use their own headsets / ear buds (credit: HTC)

On February 28th, 2016, HTC further announced the Vive’s international pre-order pricing. This see the Vive pitched at £689 (around US $960) in the UK and €899 (US $977) in Europe, both inclusive of VAT but exclusive of shipping costs (£57.60 for UK customers). Customers in Canada can expect to pay CAD $1149 + tax and shipping.

The Vive package includes the headset, which has a similar technical specification to the Oculus Rift (but with a 9:5 aspect ratio rather than 16:9, the former being said to result in a more natural and convincing “feel” to images on the headset’s screens), the two wireless controllers,  a pair of Vive base station sensors, a Vive Link Box, and a pair of Vive ear buds. For a “limited period” pre-order units will additionally ship with two free VR games: Job Simulator: The 2050 Archives and Fantastic Contraption and will also include Google’s Tilt Brush VR painting system.

As an added sweetener for developers, and as reported by Tech News World, Unity Technologies has announced their game platform will have native support for the HTC Vive and Steam VR, while Valve have introduced an advanced rendering plug-in developed for Unity. There is also a Vive Developer’s portal, which includes support for Unreal Engine.

The computer hardware specifications for the Vive also pretty much resemble those of for the Oculus Rift, and like Oculus VR, Steam are offering an application that potential purchasers can download to test whether their PC is “VR ready”, while HTC offer a page of recommended PC hardware suppliers who can provide “Vive optimised systems” to US customers.

The Vive Pre consumer edition now available for pre-order
The Vive Pre consumer edition now available for pre-order (credit: HTC)

As I reported in January, the headset includes two interesting additions. The first is the front mounted “pass through” camera, which allows the user to see an overlay of the room around them projected into their virtual view. This fades in if they approach a physical object (e.g. a wall or desk, etc.), or can be manually triggered via the hand controllers, and allows for collision avoidance when using the headset with the room sensors to move around within a VR environment. The second is “Mura correction” (“mura” being a Japanese term meaning “unevenness” or “lack of uniformity”), which removes the inconsistent brightness levels between one pixel and the next on earlier Vive headsets, presenting a far more uniform and cleaner image.

Further information can be obtained from the HTC Vive pre-order website and via Valve’s Steam website.

Continue reading “HTC Vive and Microsoft HoloLens available for pre-order”

Space Sunday: Martian “coral”, Planet Nine and Dream Chasers

The MER rovers first arrived on Mars at the start of 2004. One, Opportunity, is still operating today
The MER rovers first arrived on Mars at the start of 2004. One, Opportunity, is still operating today (credit: NASA / JPL)

Spirit, one of NASA’s two solar-powered Mars Exploration Rover (MER) missions, may have ceased communications with Earth on March 22nd, 2010 and the mission declared over on May 24th, 2011, but its science legacy lives on.

Originally designed with a 90-day primary mission duration, Spirit massively exceeded this, ranging across Mars for a distance of 7.73 kilometres (4.8 mi) over 1,944 days of mobile operations before becoming bogged down in a sand trap on May 1st, 2009, almost 5.5 years after it had arrived on Mars, after which it operated as a stationary research programme for a further 751 days.

During its mobile period, Spirit explored a small rocky plateau dubbed “Home Plate” in 2007 / 2008. Whilst exploring the rock, the rover imaged several peculiar small rock formations resembling cauliflower or coral.  Analysis by the rover’s Mini-Thermal Emission Spectrometer (Mini-TES) revealed the formations to be almost pure silica (SiO2), a mineral associated with volcanic environments.

Silica is formed when water (rain or snow) seeps underground and comes into contact with rocks heated from below by magma. Itself super-heated by the rocks, the water is vaporised and rises back through the ground, dissolving silica and other minerals as it does so, which it deposits around the vents or fumaroles it uses to escape back into the atmosphere.

the "cauliflower" or "coral" formations imaged by MER rover Spirit around the "home Plate" plateau in 2008
the “cauliflower” or “coral” formations imaged by MER rover Spirit around the “home Plate” plateau in 2008 (credit: NASA / JPL)

Warm, rich in silica and minerals, on Earth these fumaroles and vents become havens for bacterial life which is known for creating curious bulbous and branching shapes in silica formations here on Earth which are strikingly similar to those imaged by Spirit. Such is the similarity, that planetary geologist Steven Ruff and geology professor Jack Farmer, both from Arizona State University, have been carrying out detailed studies in the high Atacama Desert, regarded as the most arid non-polar region on Earth, harbouring conditions thought to be very similar to those of ancient Mars.

In particular, they have been investigating the remote geyser fields of El Tatio, some 4.3 km  above mean sea level in an environment which has much in common with the Gusev Crater region of Mars, where “Home Plate” resides. This includes being exposed to high levels of ultraviolet light from the sun and extreme temperatures.  Their investigations revealed forms they call “micro-digitate silica structures” which are both remarkably similar to the formations on Mars, and to those found around fumaroles and vents at lower altitudes here on Earth which are formed by bacteria.

A comparison between images of the formations found on Mars by the MER Spirit (top right), and those images by Ruff and Foster in El titio, Atacama Desert
A comparison between images of the formations found on Mars by the MER Spirit (top right), and those imaged by Ruff and Foster in El Tatio, Atacama Desert (credit: S. Ruff, Arizona State University)

While the pair have yet to come up with definitive evidence that the El Tatio formations are the result of microbial activity, they believe the objects may be “micro-stromatolites”.  Nornally of a much larger size, stromatolites are formed by bacteria “cementing” mineral grains together to form a thin layer. Over time, these layers accumulate one over the last, forming a laminar mound or rock. The oldest stromatolites on Earth are estimated to be some 3.5 billion years old, a time when both Earth an Mars may have shared much closer atmospheric and geological similarities. So, if the formations found at El Tatio do prove to be the result of bacterial activity, then it offers a hypothesis that the formations on Mars may also have been the result of bacterial activity.

Dream Chaser: the Dream is Alive

In January, I wrote about NASA’s surprise decision to award an extended contract for uncrewed resupply missions to  the International Space Station to both of the existing contract holders, SpaceX and Orbital ATK, and to Sierra Nevada Corporation, who will use an uncrewed variant of their Dream Chaser space plane.  At the time I wrote that update, reader Devin  Vaughn indicated an interest in learning more about Dream Chaser, which has an interesting heritage.

As I noted at the time, the vehicle had been one of four private sector contenders to fulfil the role of “space taxi”, ferrying up to 6 at a time from US soil to the ISS. The idea being that by spinning-out the ISS crewed flights to the private sector (with financial support from NASA), the US agency could focus its manned space flight development programme solely on the Orion / SLS programme, which is intended to form the nucleus of US (and possibly international) crewed mission ventures well beyond Earth orbit.

Dream Chaser was unique among the commercial crew transportation proposals as it was based on a "lifting body" design , allowing to re-enter the Earth's atmosphere and glide to a landing on a conventional runway - aspects which still make it a very flexible vehicle
Dream Chaser was unique among the commercial crew transportation proposals as it was based on a “lifting body” design , allowing to re-enter the Earth’s atmosphere and glide to a landing on a conventional runway – aspects which still make it a very flexible vehicle (credit: SNC)

Dream Chaser ultimately wasn’t selected for the crewed mission contract – which caused some friction between Sierra Nevada Corporation and NASA when it was announced in 2014 – but the US space agency continued to work with SNC to help develop the vehicle,  with the Dream Chaser Cargo variant being the result – although SNC has not given up on developed the crewed version of the vehicle.

Dream Chaser Cargo is designed to fly up to 5 tonnes of cargo to / from orbit. This can be both pressurised and unpressurised material, and the vehicle includes the ability for unpressurised cargo to be directly transferred from its cargo module to the exterior of the space station should this be required. As with the original crewed variant, Dream Chaser Cargo will launch atop a rocket, but return to earth to make a conventional runway landing, the latter greatly speeding up the transfer of returned cargo (e.g. science experiments material, etc.) from the vehicle to its intended destination.

Continue reading “Space Sunday: Martian “coral”, Planet Nine and Dream Chasers”

Space update: Charon’s ocean, Virgin’s spaceplane and your art in space

new-horizonThe Pluto – Charon system is, as I’ve reported through various Space Sunday reports, turning out to be far more remarkable a place than scientists ever imagined. While NASA’s New Horizons space vehicle, which zapped past both Pluto and Charon during its closest approach to both on July 14th, 2015.

On February 18th, NASA revealed the most recent surprise to be revealed by New Horizons: Charon may have once had a subsurface ocean that has long since frozen and expanded, pushing outward and causing the moon’s surface to stretch and fracture on a massive scale.

The side of Charon imaged by NASA’s probe is characterised by a system of “pull apart” tectonic faults, which are expressed as ridges, scarps and valleys—the latter sometimes reaching more than 6.5 kilometres (4 miles) deep. Charon’s tectonic landscape shows that, somehow, the moon expanded in its past, fracturing as it stretched.

The outer layer of Charon is primarily water ice. This layer was kept warm when the tiny world / moon was young by heat provided through the decay of radioactive elements, as well as Charon’s own internal heat of formation. Scientists say Charon could have been warm enough to cause the water ice to melt deep down, creating a subsurface ocean. However, as it cooled over time, this ocean would have frozen and expanded (as happens when water freezes), lifting the outermost layers of the moon and producing the massive chasms we see today.

A close-up of the canyons on Charon, Pluto's big moon, taken by New Horizons during its close approach to the Pluto system last July. Multiple views taken by New Horizons as it passed by Charon allow stereo measurements of topography, shown in the color-coded version of the image. The scale bar indicates relative elevation. Credits: NASA/JHUAPL/SwRI
A close-up of the canyons on Charon taken by New Horizons from a distance of 78,700 km (48,00 mi) and around 1 hour and 40 minutes before the spacecraft reach the point of its closest approach to Charon on July 14th, 2015. Multiple views taken by New Horizons as it passed by Charon allow stereo measurements of topography, shown in the colour-coded version of the image. The scale bar indicates relative elevation (image: NASA / JHU/ APL / SwRI

In an image gathered by the Long-Range Reconnaissance Imager (LORRI) in July 2015 and release by NASA on February 18th, reveals a vast equatorial belt of chasms on Charon. This network is around 1,800 km (1,100 mi) long and in places is 7.5 km (4.5 mi) deep. By comparison, the Grand Canyon is 446 km (277 mi) long and around 1.6 km (1 mile) deep.

The inset images on the picture show one section of the network of chasms, informally named “Serenity Chasma”, with a matching colour-coded topography map.  Measurements of “Serenity Chasma” strongly suggest Charon’s water ice layer may have been at least partially liquid in its early history, and has since refrozen.

SpaceShipTwo Unveiled

SpaceShipTwo VSS Unity, rolled-out on February 19th, 2016
SpaceShipTwo VSS Unity, rolled-out on February 19th, 2016 (image: Virgin Galactic)

Virgin Galactic, Sir Richard Branson’s private venture company which is aiming to become the world’s first commercial space line, offering fare-paying passengers sub-orbital flights into space. rolled out it new SpaceshipTwo vehicle on Friday February 19th.

The event came more than a year after the loss of the first SpaceShipTwo craft, the VSS Enterprise, in a tragic accident in which the craft broke up in mid-air on October 31st, 2014, killing co-pilot Michael Alsbury, and seriously injuring pilot Peter Siebold. At the time of the accident, several other figures involved in private sector space efforts were quick to point to Virgin Galactic’s use of nitrous-oxide as a vehicle propellant and to suggest corner-cutting by the company as causes of the accident.

However, after investigating the incident, the US National Safety Transportation Board (NTSB) drew the conclusion that the incident was largely the result of pilot error: the “feathering” mechanism designed to be used at the edge of space to allow the vehicle to gently re-enter the denser layers of Earth’s atmosphere was inadvertently deployed by co-pilot Alsbury, resulting in the immediate aerodynamic destabilisation and break-up of the vehicle. As a result of these findings, and as a part of a series of improvements made to the vehicle, the new SpaceShipTwo  includes a locking mechanism designed to prevent the feathering system being deployed in error.

VSS Unity is rolled out in a ceremony which saw it christened by Professor Stephen Hawking and Sir Richard Branson's year-old granddaughter
VSS Unity is rolled out in a ceremony which saw it christened by Professor Stephen Hawking and Sir Richard Branson’s year-old granddaughter (image: Virgin Galactic)

The new vehicle, christened VSS Unity by Professional Stephen Hawking (assisted by Branson’s year-old granddaughter), was rolled-out at a special media event held at  Virgin Galactic’s operations and flight facilities in the Mojave Desert, California. It marks the start of a long programme to get the vehicle to a point where it is ready to undertake its first powered flight.

This programme will include a series of ground tests of various vehicle systems, followed by taxi tests on the runway at the Mojave Air and Space Port. after these will come “captive carry” flights, where SpaceShipTwo remains attached to its WhiteKnightTwo carrier aircraft, then unpowered glide flights before the first in a series of powered test flights. While this test programme is not expected to be as protracted as the flight evaluation programme undertaken by VSS Enterprise prior to its crash, iy does mean that the company is not ready to provide any suggested dates by which fare-paying flights might commence.

Continue reading “Space update: Charon’s ocean, Virgin’s spaceplane and your art in space”

Space Sunday: of Einstein, waves, landers and honours

The LIGO observatory, Hanford, Washington State
The LIGO observatory, Hanford, Washington State (source: LIGO)

Thursday, February 11th saw the announcement of the first direct detection of gravitational waves (not to be confused with “gravity waves”, as some in the media initially took to calling them, but which are something else entirely*), which are ripples in the fabric of space-time whose existence was first proposed by Albert Einstein, in 1916.

The detection came about partly as happenstance, in that the Large Interferometer Gravitational Wave Observatory (LIGO), a world-wide operation established in 1992 and involving 900 scientists from 80 institutions in 15 countries. However, the detectors in use up until recently had failed to provide direct evidence of gravitational waves.

Albert Einstein in 1916, when he was formulating his General Theory of Relativity
Albert Einstein in 1916, when he was formulating his General Theory of Relativity (source: Wikipedia)

Enter the National Science Foundation in the United States.  Over the last five years, they have funded the development and construction of two “Advanced LIGO” detectors, themselves massive feats of technology and engineering, located 3,000 km apart in the United States. One resides Livingston, Louisiana, and the other in Hanford, Washington State.

These detectors started running in February2015, in what was called an “engineering mode”. However, in September 2015 work started on running them up to full operational status when, and completely unexpectedly and within milliseconds of one another, both appeared to detect gravitational passing through them.

The odds of such an event occurring almost precisely at the time when the detectors were starting to do the work for which they have been designed would seem to be – and no pun intended – astronomical. As a result the LIGO investigators wanted to be sure of what had just happened and verify what they had apparently detected; hence why the news was only released on February 11th, 2016, several months after the actual detection had been made.

Since the initial detection, the LIGO teams have deduced the gravitational waves were created by two black holes, each barely 150km across,  but each travelling at around half the speed of light and massing around 30 times as much as our on Sun, spinning around one another and merging together some 1.3 billion light years away. As such, the detection marked two things: the first direct proof of gravitational waves and the conformation of a another theory: that black holes can meet and coalesce to create much larger black holes.

But what are “gravitational waves”, and why are they important?

Predicted over a century ago by Einstein in his theory of general relativity, gravitational waves are at their most basic, ripples in spacetime, generated by the acceleration or deceleration of massive objects in the cosmos. So, for example, if a star goes supernova or two black holes collide or if two super-massive neutron stars orbit closely about one another, they will distort spacetime, creating ripples which propagate outwards from their source, like ripples across the surface of a pond. The problem has been that these ripples are incredibly hard to detect, although the proof that they may well exist has been available since 1974.

It was in that year, two decades after Einstein’s passing, that astronomers at the Arecibo Radio Observatory in Puerto Rico discovered a binary pulsar (two rapidly rotating neutron stars orbiting one another). Over the ensuing years, astronomers measured how the period of the stars’ orbits changed over time. By 1982 it had been determined the stars were getting closer to each other at exactly the rate Einstein’s  of general theory relativity predicted would be required for the generation of gravitational waves. In the 40 years since its discovery, the system has continued to fit so precisely with the theory, and astronomers have had little doubt it is emitting gravitational waves.

The moment of detection: September 14th, 2015
The moment of detection: September 14th, 2015 (source: BBC News)

The LIGO detection however, provides the first direct  evidence of gravitational waves, and with it comes the ability to see the universe in a totally new way.

“It’s like Galileo pointing the telescope for the first time at the sky,” LIGO team member Vassiliki  Kalogera, a professor of physics and astronomy at Northwestern University in Illinois, said. “You’re opening your eyes — in this case, our ears — to a new set of signals from the universe that our previous technologies did not allow us to receive, study and learn from.”

Just as we’re able to study the universe in various wavelengths of light, using them to reveal things we otherwise would not be able to see, so gravitational waves will allow us to see the more of the dynamics in cosmic events which have so far remained hidden from us. We would in theory be able to see precisely what is happening in the heart of a supernova for example, and be able to detect the collisions and mergers of black holes, and more. So gravitational waves offer us a further means to increase our understanding of the cosmos.

(*In case you were wondering, gravity waves are physical perturbations driven by the restoring force of gravity in a planetary environment; that is, they are specific to planetary atmospheres and bodies of water, not cosmological events.)

Continue reading “Space Sunday: of Einstein, waves, landers and honours”

Amazon Lumberyard

Image source: Amazon
Image source: Amazon

Lumberyard is the name of Amazon’s new game engine, released on Tuesday, February 9th. Based on Crytek’s CryEngine, which Amazon licensed in 2015, Lumberyard will apparently be developed in its own direction, independently of CryEngine and is being provided as a free-to-download tool (with optional asset packs) which can be used to develop games for PCs and consoles on a “no seat fees, subscription fees, or requirements to share revenue” basis.

Instead, Amazon will monetise Lumberyard through the use of AWS cloud computing. If you use the game engine for your own game and opt to run it on your own server, then that’s it: no fees. But if you want to distribute through a third-party provider, you can only use Amazon’s services, via either GameLift, a managed service for deploying, operating, and scaling server-based on-line games using AWS at a cost of $1.50 per 1,000 daily active users.Or, if you prefer you can use AWS directly, at normal AWS service rates.

Lumberyard (image: Amazon)
Lumberyard includes a customisable drag-and-drop UI (image: Amazon)

As well as AWS integration and the development of new low-latency networking code to support it, and native C++ access to its service, Lumberyard has deep, built-in support for Twitch (purchased by Amazon in 2014 for $970 million), including “Twitch play”-style chat commands and a function called JoinIn, which allows viewers to leap directly into on-line games alongside Twitch broadcasters as they stream. The aim here, according to Mike Frazzini, vice president of Amazon Games, when talking to Gamasutra, is “creating experiences that embrace the notion of a player, broadcaster, and viewer all joining together.”

Described as a triple-A games development engine, Lumberyard has already seen many of the CryEngine systems upgraded or replaced, including the implementation of an entirely new asset pipeline and processor and low-latency networking code – hence why Lumberyard will diverge from CryEngine’s core development.  And Amazon is promising more to come, including a new component system and particle editor and  CloudCanvas, which will allow developers to set up server-based in-game events in AWS using visual scripting.

"Alien Abode" a game scene rendered in Lumberjack (:image: Amazon)
“Alien Abode” a game scene rendered in Lumberyard (:image: Amazon)

All of which adds-up to a very powerful games development environment – although Amazon are clear that right now, it is only in beta. This means that things are liable to undergo tweaking, etc., and that some capabilities – such as Oculus Rift support – haven’t been enabled for the current version of the engine.However, VR support is there, with Amazon noting:

We have been actively working on VR within Lumberyard for some time now, and it looks great. We are currently upgrading our Oculus VR support to Rift SDK 1.0, which was released by Oculus in late December. We wanted to finish upgrading to Rift SDK 1.0 before releasing the first public version of VR support within Lumberyard, which will be included in a future release soon.

Further, Amazon has already signed official tools deals with Microsoft and Sony, which means game developers licensed to develop games for the Xbox One and PlayStation 4 can immediately start using Lumberyard to develop games for those platforms.

There are – for some – a few initial downsides to Lumberyard where independent game developers are concerned. At launch, the engine only supports models created in Maya and 3D Max, although this may change – Blender support is promised for the future, for example.  There is also no support for Mac or Linux, although Amazon have indicated that these will be come, along with iOS and Android support.

Use of the engine includes the right to redistribute it and pieces of the development environment within games, and allows game developers to any companion products developed for a game using Lumberyard with allow end users to modify and create derivative works of that game.

The CryEngine SDK is one of the Asset Packs available for download for use with Lumberyard (image: Amazon)
The CryEngine SDK is one of the Asset Packs available for download for use with Lumberyard (image: Amazon)

As noted above, the company has already started supplying asset packs developers can include in their games, Three packs are available at launch, including the CryEngine GameSDK,  which contains everything required for a first-person shooter game, including complex animated characters, vehicles and game AI, and which includes a sample level.

Amazon clearly have major plans for Lumberyard, and some in the gaming media are already wondering what it might do to the current development environment, which is largely dominated by the likes of  Unity, Unreal Engine, or even CryEngine itself, but which all require either a license fee or a royalty fee.

Is Lumberyard competition for the Lab’s Project Sansar? The engine certainly has the ability to create immersive environments, and Lumberyard will support VR HMDs as it moves forward, as noted.

However, everything about Lumberyard points to it being pitched as a professional games development environment with a dedicated distribution service through Amazon’s cloud services available for use with it. Hence, again, why Twitch is deeply integrated into Lumberyard – Amazon appear to be a lot more interested in building an entire gaming ecosystem. Amazon’s marketing is also geared towards gaming, as their promotional video (below) shows.

Which is not to say that it couldn’t be attractive to markets outside of gaming. As such, it will be interesting to see over time just who does take an interest in it – and how Amazon might support them.

With thanks to John for the pointer to Amazon.

Sources