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Forum » SpaceEngine » Development Status » SpaceEngine TODO List - Updated 14th Dec 2015 (What's planned for future releases)
SpaceEngine TODO List - Updated 14th Dec 2015
SpaceEngineerDate: Thursday, 24.11.2011, 01:33 | Message # 61
Author of Space Engine
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Russian Federation
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LOL, please wait guys)) Let me update all threads such as: user manual, creating planets manual, the mothership concept thread, TODO list, etc.

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BlackArkDate: Thursday, 24.11.2011, 21:36 | Message # 62
Space Pilot
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United States
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Will you put city lights, Ships, 3d clouds , Better 3D water and city modles?
 
SpaceEngineerDate: Thursday, 24.11.2011, 21:43 | Message # 63
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Russian Federation
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Yes of course, just wait 5 minutes! wacko

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BlackArkDate: Thursday, 24.11.2011, 22:06 | Message # 64
Space Pilot
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United States
Messages: 137
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just wait 50 years! NOOOO!! lol XD just wait 5 minutes! np

Added (25.11.2011, 01:06)
---------------------------------------------
5 min pass dry

 
lexrazorDate: Thursday, 24.11.2011, 22:36 | Message # 65
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Bulgaria
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lol dude relax its not like he can snap his fingers and its all done
 
AlphaDate: Sunday, 27.11.2011, 13:13 | Message # 66
Space Tourist
Group: Users
Spain
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Hello Spaceengineer.

First, you have done a great job.

Now i'm programming a procedural space system, this is still light years from your's, but i hope to be able to introduce Vertex and Pixel shaders soon to improve it.

Maybe some experiences i had could be useful for you specially in the collision area. I'm using the same mechanism for procedural generation of shapes and collision detection and this is based on hyperelliptical shapes. This method could produce from spheres to squares just changing a factor.

When generation shapes i just calculate the radial distance of the studied vertex depending on latitude and longitude, altering it i could produce mountains, volcanoes, craters, etc... All is done in local axis so it could rotate, move, etc...

To detect collisions i just make the same calculation for any external point, then immediatelly i know if this point is touching or not the planet, ship, star or asteroid.

Maybe it could help you.

I just attach one picture (the best one jeje), if you are interested i could share anything you want because i have no material time to develope it, and maybe i could help you dealing with some problems.

Attachments: 8600533.jpg (46.3 Kb)


Edited by Alpha - Sunday, 27.11.2011, 20:22
 
SpaceEngineerDate: Sunday, 04.12.2011, 17:00 | Message # 67
Author of Space Engine
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Russian Federation
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Hello Alpha. I do not quite understand what you mean by "All is done in local axis so it could rotate, move, etc". Anyway, you seem to use the same algorithms as I do. I would be interested to hear more from you in detail.

Maybe you could create a new thread where you can describe your engine?

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AlphaDate: Friday, 09.12.2011, 10:13 | Message # 68
Space Tourist
Group: Users
Spain
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Ok, i will open a new thread, i will paste some pics of the game and i will remain open to any question. Now i have to stop any work on it because i have not enough time to develope it, but i will expose results in the thread and i will share with you anything you want to know.
 
curiousepicDate: Sunday, 11.12.2011, 01:04 | Message # 69
Space Pilot
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United States
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I am so happy to find this program! It is by far the most fun I've had in any universe simulator. Largely due to the high amount of detail and high amount of variety. When I discovered that there were multiple cloud layers on gas giants, I had something like a spiritual experience biggrin I forsee myself spending quite a bit of time in the planet editor.

Congratulations on what you have so far, and what a TODO list you have! The more I read the forums and what you have posted, the more relieved I am to see things fall so closely in line with my own wishes for such a project!





My ideal preferences for visual design of the mothership and technology in SE
Harry Potter and the Methods of Rationality
 
JackDate: Sunday, 18.12.2011, 15:28 | Message # 70
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Philippines
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There are multiple cloud layers on gas giants in Spehss Engine?

I didn't know that...
 
JackDate: Sunday, 18.12.2011, 15:32 | Message # 71
Observer
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Philippines
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Hey Spaceengineer,

Simulating the entire Virgo Supercluster, star birth, galaxy collision, planetary collison - all that stuff - is good and all, but can our machines really do all that without blowing up?
 
SpaceEngineerDate: Sunday, 18.12.2011, 17:52 | Message # 72
Author of Space Engine
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Russian Federation
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Quote (Jack)
There are multiple cloud layers on gas giants in Spehss Engine?

They were multiple even in version 0.84

Quote (Jack)
Simulating the entire Virgo Supercluster, star birth, galaxy collision, planetary collison - all that stuff - is good and all, but can our machines really do all that without blowing up?

Virgo Supercluster is "simulated" now, it is just a catalog of galaxies... Did you mix it with "whole visible Universe"? Rendering of whole Universe is not hard now as long as SE easily handles billions of star systems in every galaxy.
Simulation of galaxy and planetary collisions is of course very a expensive thing, so I move it to bottom of my list - it is task for the future smile

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curiousepicDate: Wednesday, 11.01.2012, 22:16 | Message # 73
Space Pilot
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United States
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How about Dark Matter regions as a "(?)" smile
http://news.discovery.com/space/dark-matter-web-mapped-120109.html





My ideal preferences for visual design of the mothership and technology in SE
Harry Potter and the Methods of Rationality
 
DwardenDate: Wednesday, 14.03.2012, 00:57 | Message # 74
Astronaut
Group: SE team
Czech Republic
Messages: 63
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i'm wondering, are there any improvements for next build , in rage of star system steller bodies?
like comets, theirs tails and such?





Ideas are like ocean w/o borders! https://twitter.com/FoltynD

Edited by Dwarden - Wednesday, 14.03.2012, 00:57
 
SpaceEngineerDate: Wednesday, 14.03.2012, 05:55 | Message # 75
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
There's still no improvements.




 
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