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this has inspired me
MalaclypseDate: Monday, 27.10.2014, 18:41 | Message # 1
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i love this software. what did you use to make it? i do not want to copy it whatsoever, but i am curious as to how you made full sized planets, let alone an entire universe without bogging down the processor? did you just start from scratch with C++, or did you use some sort of physics engine?

this has inspired me to continue with my old idea for a video game. i just wish i knew how to make a solar system to scale without fudging up processing speeds and whatnot.





ASUS MAXIMUS VII HERO // Quad-Core i7-4790K 4.0GHz // GTX 770 // 16GB RAM
 
HarbingerDawnDate: Monday, 27.10.2014, 19:02 | Message # 2
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He started from scratch with C++




All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
MalaclypseDate: Monday, 27.10.2014, 20:31 | Message # 3
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wow, thats impressive.




ASUS MAXIMUS VII HERO // Quad-Core i7-4790K 4.0GHz // GTX 770 // 16GB RAM
 
form_d_kDate: Monday, 27.10.2014, 22:37 | Message # 4
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It's very impressive. Was there any thought into using C#? I've always found that to be excellent for rapid application development, particularly regarding UI implementation.

Added (27.10.2014, 21:37)
---------------------------------------------
p.s. I once programmed for Microsoft Surface (the old tabletop version) & used a mixture of WPF & XNA (both in C#). WPF was great for defining UI elements & logic. XNA could do the heavy lifting when it came to graphics. BUT... both XNA & the old Surface are dead.


Edited by form_d_k - Monday, 27.10.2014, 22:38
 
SolarLinerDate: Tuesday, 28.10.2014, 00:15 | Message # 5
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Meh, WPF. Using D3D11 to render UIs ... Making your app unavailable to WinXP and down, + old graphics card ...
C# would be good on WinForms applications, but on graphics heavy apps like Space Engine, meh ...
C++ is the best choice when it comes to graphical applications. No wonder why all big game engines used C++ as language.





custom landing page to share: http://bit.ly/spaceengine
 
SpaceEngineerDate: Tuesday, 28.10.2014, 13:43 | Message # 6
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I used C++ and OpenGL. No wrappers or ready-to-use engines was used.




 
MalaclypseDate: Tuesday, 28.10.2014, 19:43 | Message # 7
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again, that is really impressive.




ASUS MAXIMUS VII HERO // Quad-Core i7-4790K 4.0GHz // GTX 770 // 16GB RAM
 
Pds314Date: Wednesday, 26.11.2014, 01:37 | Message # 8
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The main thing I'm really really impressed with is how you can load/generate all of the pseudorandom "terrain" of stars without needing to know what the entire galaxy looks like. How you can know which 15 super-ultra-bright stars to load without having to look at the other trillion or so in a given galaxy that are currently below the mag limit. In trying to describe how this works I basically end up saying "Some kind of Sparse Voxel Octree wizardry."

Edited by Pds314 - Wednesday, 26.11.2014, 01:39
 
adtdevelopingDate: Monday, 16.03.2015, 15:42 | Message # 9
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Sorry for bringing up this old thread. But I had to post this:




About a year ago I wouldn't know how to render a 3D cube. Leave alone a 3D quadcube sphere.
But with practice and dedication you can do allot. I am able to make stuff reaching from 2D particle engines to procedural space engines.
GLSL is something I just started with. But I am able to create some nifty effects smile
The images show one of my latest projects written in C++ using OpenGL. (It hasn't been finished)

I wanted to say that if you REALLY want something you can do it. (You still need to learn programming though :P)

-------------------------------------------------------------------------------------------------------------------------------

Quote Pds314 ()
The main thing I'm really really impressed with is how you can load/generate all of the pseudorandom "terrain" of stars without needing to know what the entire galaxy looks like. How you can know which 15 super-ultra-bright stars to load without having to look at the other trillion or so in a given galaxy that are currently below the mag limit. In trying to describe how this works I basically end up saying "Some kind of Sparse Voxel Octree wizardry."

^^ Procedural generation! biggrin


Edited by adtdeveloping - Monday, 16.03.2015, 15:47
 
parameciumkidDate: Tuesday, 17.03.2015, 21:15 | Message # 10
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^ Neat!
I must admit I've been inspired myself, but I've never been much of a coder so for now I've been stuck derping about in Unity when I have free time. The whole octree and pseudorandom stars thing continues to boggle me ^^;





Intel HD Graphics 4000 ;P
 
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