this has inspired me
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Malaclypse | Date: Monday, 27.10.2014, 18:41 | Message # 1 |
Observer
Group: Newbies
United States
Messages: 3
Status: Offline
| 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
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HarbingerDawn | Date: Monday, 27.10.2014, 19:02 | Message # 2 |
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| 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
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Malaclypse | Date: Monday, 27.10.2014, 20:31 | Message # 3 |
Observer
Group: Newbies
United States
Messages: 3
Status: Offline
| wow, thats impressive.
ASUS MAXIMUS VII HERO // Quad-Core i7-4790K 4.0GHz // GTX 770 // 16GB RAM
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form_d_k | Date: Monday, 27.10.2014, 22:37 | Message # 4 |
Astronaut
Group: Users
United States
Messages: 68
Status: Offline
| 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 |
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SolarLiner | Date: Tuesday, 28.10.2014, 00:15 | Message # 5 |
Explorer
Group: Users
France
Messages: 267
Status: Offline
| 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
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SpaceEngineer | Date: Tuesday, 28.10.2014, 13:43 | Message # 6 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| I used C++ and OpenGL. No wrappers or ready-to-use engines was used.
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Malaclypse | Date: Tuesday, 28.10.2014, 19:43 | Message # 7 |
Observer
Group: Newbies
United States
Messages: 3
Status: Offline
| again, that is really impressive.
ASUS MAXIMUS VII HERO // Quad-Core i7-4790K 4.0GHz // GTX 770 // 16GB RAM
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Pds314 | Date: Wednesday, 26.11.2014, 01:37 | Message # 8 |
Space Tourist
Group: Users
United States
Messages: 21
Status: Offline
| 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 |
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adtdeveloping | Date: Monday, 16.03.2015, 15:42 | Message # 9 |
Observer
Group: Newbies
Pirate
Messages: 1
Status: Offline
| 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 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)
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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!
Edited by adtdeveloping - Monday, 16.03.2015, 15:47 |
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parameciumkid | Date: Tuesday, 17.03.2015, 21:15 | Message # 10 |
Explorer
Group: Users
United States
Messages: 277
Status: Offline
| ^ 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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