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SpaceEngine TODO List - Updated 14th Dec 2015
kham132Date: Tuesday, 12.01.2016, 15:10 | Message # 331
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Have you thought about adding caves to procedural planets?




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HarbingerDawnDate: Tuesday, 12.01.2016, 19:22 | Message # 332
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Quote kham132 ()
Have you thought about adding caves to procedural planets?

Quote SpaceEngineer ()
Holes in the surface (caves, mines)





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FireintheholeDate: Sunday, 24.01.2016, 00:38 | Message # 333
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Are there plans for making the illumination of planets more realistic? For example, planets that are very close to their star would be illuminated more than 50%, especially planets orbiting close to a giant star, where some part of the star could be visible from almost the entire planetary surface.




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artInvader999Date: Saturday, 30.01.2016, 21:24 | Message # 334
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Well SpaceEngineer is doing a great work. But the updates are taking too long. I know that spaceengineer is the sole programmer of space engine but still the updates should be more frequent. After a year or two a few major updates are done :'(

Here are some screenshots of space engine major updates.See the time difference between them Please Spaceenginer pick up some pace :(

14th Dec 2015


31st Dec 2014


27th Aug 2014


15th Dec 2012


14th Oct 2011


Edited by artInvader999 - Saturday, 30.01.2016, 21:27
 
DeathStarDate: Saturday, 30.01.2016, 23:44 | Message # 335
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Quote artInvader999 ()
Well SpaceEngineer is doing a great work. But the updates are taking too long. I know that spaceengineer is the sole programmer of space engine but still the updates should be more frequent. After a year or two a few major updates are done :'(

Here are some screenshots of space engine major updates.See the time difference between them Please Spaceenginer pick up some pace :(


Instead of looking at the TODO list(which is just a rough outline of the most major features), take a look at the update logs themselves and then see for yourself whether development is as slow as you think. Here's just the MAJOR additions in 0.9.7.4 which has been in development for a little over half a year:

-Realistic, ray-traced ship jets
-Rendering of ships in interstellar space(was probably much harder to implement than it sounds, considering it wasn't immediately implemented along with ships)
-Working wiki text editor
-Reverse depth buffer(absolutely critical feature)
-Docking
-Relativistic effects near black holes
-Accretion disks
-Vastly improved low-mass star rendering
-Y dwarfs
-Improved asteroid and selena rendering(Klud's mod was integrated, along with several additions by SpaceEngineer himself)
-Atmospheric composition information
-Improved red giant rendering

And that leaves out literally dozens of minor features that nevertheless contribute to the game as well.

And if you still think SpaceEngine development is slow, compare it to, for example, Minecraft - an entire team is developing it, it is backed by Microsoft, the developer is extremely wealthy and the game is massively popular, yet development has for the last 2 years going literally at a snail's pace, with entire months passing by with the only new additions being bug fixes and a minor feature here and there. THAT is slow development, not SpaceEngine.
 
ZackGDate: Sunday, 31.01.2016, 07:10 | Message # 336
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Why couldnt he set the sim to a open source system. this way, not only he can develop but others can join as well




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WatsisnameDate: Sunday, 31.01.2016, 08:04 | Message # 337
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artInvader999:

We all love SpaceEngine very much, and I can appreciate how strongly you anticipate updates. We all do. But please understand that you're getting this software for free, from one person who gets nothing more than donations for his hard work. This work is not only in creating new features, but also in testing and responding to errors and bug reports. Unless you're providing funding in a very significant way, then I think it's more than a little discourteous to ask the developer to hurry up the pace.

So please think about what you're saying before you post, okay? smile

ZackG, not everyone wishes to turn their project open source or build a dev team around it. The FAQ specifically says there are no plans on turning SE open source.





 
SomeoneDate: Monday, 01.02.2016, 12:34 | Message # 338
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Quote DeathStar ()
-Realistic, ray-traced ship jets
-Rendering of ships in interstellar space(was probably much harder to implement than it sounds, considering it wasn't immediately implemented along with ships)
-Working wiki text editor
-Reverse depth buffer(absolutely critical feature)
-Docking
-Relativistic effects near black holes
-Accretion disks
-Vastly improved low-mass star rendering
-Y dwarfs
-Improved asteroid and selena rendering(Klud's mod was integrated, along with several additions by SpaceEngineer himself)
-Atmospheric composition information
-Improved red giant rendering


SO MUCH HYPE!!!!
 
InariusDate: Monday, 01.02.2016, 16:35 | Message # 339
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@artInvader999 : I understand your frustration. However, you have to understand several things.

- If you are a coder (i doubt you are), you should know that development is, by essence, slow. And it gets necessarily slower and slower because it's like lego. Each small new things must connect with the bigger and bigger building. Debugging, coding, constructing, all of this is very slow, because you have first to imagine the feature, then imagine where, and how, then you have to code it, sometimes before you have to make researches on the net to see how other people would do it, (and of course, people seldom do exactly the same thing as you, and it only gets worse while you are progressing in your project), then you have to try it, test it, several times, and many times you have to take hours to debug it. It's like this for every micro feature. A "medium" feature, something that you will notice ingame, is generally a mixture of dozens (or more) micro things that you have to add, 100 lines of new code here, 500 lines you have to rewrite here, etc. For big features, you generally have months of preliminary work, invisible things that don't do anything in-game but just maintain the whole new system, until the final "ahah" moment. Imagine that, if you have a bug at this stage, you'll have to hunt it among thousands of lines.

- About team work. Coding alone is a passion. Coding in group is a job. That's how I see it. When you code alone, you can have your own style, your own way, you know your architecture. Coding in group is much more formal, you have to convince others, do some management, well, it's less time for your leisure (unless management and Human ressources is your thing). As coding can be very hard sometimes and painful, if you don't have a strong motivation, it can be easy to let it go and leave the project. Money can be a motivation (that's why i say it can be a job). But if you do it on top of your job, you can expect it to be fun, a pleasure. Can't you imagine that Spaceengineer also do it for himself ? He probably likes to code, or he wouldn't have done it for so long. Team coding is fun, too, but much less (especially when your co-worker are not in the same office than you, that is to say, 100% of the time, unless it's at work or family relatives). Anyway, considering the size of the current project, if some people would join him for the main code, it would take months until the new coder would be useful. Finally, when you are several people in a project, each one is generally A LOT less invested, and I'm not sure that 2 people would code quicker than one in this case. Today, a lot of people are helping SE, and that's why he can code so fast on his part.

- I don't know if you know other one-man projects, but Spaceengineers is really not so bad as you think. He seems very regular in the project. Some becomes depressive and experience phase when they don't/can't code, or others loose a lot of time in minor things because they don't see motivation anymore in the "main" part. Coders are solitary, and live in the night, and don't have a lot people to speak of their code issues because it's so specific that nobody can understand or give real help. I sympathize with him (living this myself, too) and I think that you do not realize the amount of work behind all of this.


Edited by Inarius - Monday, 01.02.2016, 19:01
 
Oatmeal_SpigeonDate: Thursday, 24.03.2016, 23:07 | Message # 340
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Will landing gear and/or parachutes be added for spacecraft at some point?




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lhommealenversDate: Friday, 22.04.2016, 15:52 | Message # 341
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France
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I just got this idea, leaving it here :

Stars should glimmer when viewed from inside the atmosphere of a planet.
 
FlopsterDate: Wednesday, 27.04.2016, 01:10 | Message # 342
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I have a simple suggestion. Could you have an option to make the camera most at a speed proportional to the distance from the target/closest object? It's annoying zooming in on an object and trying to judge your speed so that you don't zoom right past it. If the camera could slow down as you approach the object, it would be much easier to explore.
 
MosfetDate: Wednesday, 27.04.2016, 11:42 | Message # 343
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I don't understand. Camera speed movement on a targeted object is actually like this in the latest version. But I don't see how the program could judge what is the intended destination without targeting something, and picking the closest object is not a good option.




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FlopsterDate: Monday, 02.05.2016, 03:21 | Message # 344
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Umm, no it isn't, unless there's some key command for it I don't know about. Another option is the program judging based on the object currently being looked at. You're right, choosing the closest object wouldn't work.
 
MosfetDate: Monday, 02.05.2016, 09:13 | Message # 345
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I'm afraid I misunderstood, if you're referring about zooming as in changing the field of view with PgUp/PgDown keys.
With an extremely reduced field of view, if you move towards the object is indeed impossible to judge your position/velocity, just as you were walking around with a pair of binoculars strapped on your eyes.





"Time is illusion. Lunchtime doubly so."
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