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Infinity - The Game
PendrokarDate: Friday, 16.12.2011, 10:22 | Message # 16
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Hey there, I'm coming from the Infinity forums. There is something SpaceEngineer should know:

Quote
@inovae_keith will you consider hiring the crazy russian space wizard for Infinity, the guy behind SpaceEngine, ?
- EdgeofSymmetry
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@EdgeofSymmetry I certainly wouldn't be opposed to having a conversation with him about it =)
- inovae_keith

There was a discussion on Infinity forums about collaboration.
http://www.infinity-universe.com/Infinit....g361342

Some feel that competition would bring better progress for the two projects, while others call(me included) for collaboration so you wouldn't have to reinvent the wheel for a year. I have little doubt reinventing the feel might feel like a fun experience at start, but would it be fun to do for over a year?
 
lexrazorDate: Saturday, 17.12.2011, 14:34 | Message # 17
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I dont know what's Vladimir's opinion but i certainly think that both Infinity and SpaceEngine can help each other while still being true to their own projecs.
 
SpaceEngineerDate: Saturday, 17.12.2011, 15:23 | Message # 18
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I'm not sure if they need help from me. All that I can give to them is - true astronomy, but it seems to be not their goal.

*





 
AlphaDate: Saturday, 17.12.2011, 16:46 | Message # 19
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I think that space engine is internal adventure of his creator, and he decided to share it with us, so he showed how he sees universe, and this is the essence of space engine. There is no sapce for comparison with other adventures. Space engine must follow his own way.

Beatiful planets, stars, and moons will not be the result of comptetition.

Just my opinion.


Edited by Alpha - Saturday, 17.12.2011, 16:49
 
lexrazorDate: Saturday, 17.12.2011, 23:01 | Message # 20
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Quote (SpaceEngineer)
I'm not sure if they need help from me. All that I can give to them is - true astronomy, but it seems to be not their goal.


I guess you're right. On the other hand they can definitely help you with implementing HD textures and plantlife as we've seen in their game.
 
RobbieDate: Sunday, 18.12.2011, 06:36 | Message # 21
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SpaceEngine and Infinity have two very different agendas as simulators and as games: SpaceEngine for its realism, and Infinity for its believabilty.

SpaceEngineer and IA (Flavien Brebion) are both very artistic and creative programmers. But to have them combine their talents would be the metaphorical equivalent of asking these artists to paint on the canvas of the other artist. It would just destroy their vision of what they perceived to be beautiful on their canvas. Trying to combine their artistic vision and programming talents would be a disaster just waiting to happen IMHO. Besides, it is good to have some healthy competition in the space arena. We need more space operas!





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PendrokarDate: Tuesday, 20.12.2011, 13:09 | Message # 22
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Quote (SpaceEngineer)
I'm not sure if they need help from me. All that I can give to them is - true astronomy, but it seems to be not their goal.

Now hold on. For one if you were really aiming for realism, you would be using voxels instead of polygons, since stuff is made of atoms. Side question: Are you planning to do so? In which case I would go to Atomontage.

Sure, here are a few feature I found or remember that will NOT be added to I-Novae Engine or more specifically Infinity:
- Planet collision, Asteroid-Planet collision
- Permanent craters (though it is a variable of location and size)
- Horseshoe orbit
 
SpaceEngineerDate: Tuesday, 20.12.2011, 15:45 | Message # 23
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Quote (Pendrokar)
Now hold on. For one if you were really aiming for realism, you would be using voxels instead of polygons, since stuff is made of atoms. Side question: Are you planning to do so? In which case I would go to Atomontage.

Voxels may be implemented one day. However, global landscape on planets should be still heightmap based.
Galaxies and nebulae will be 3D voxel model too, but in future, when PC can handle real-time light tranport and scattering calculations.

Quote (Pendrokar)
- Planet collision, Asteroid-Planet collision

This reqires a VERY powerful supercomputer. However, I have some ideas on how to simulate such events with relatively small number of particles, obtaining realistically looking visuals (taking into account what nobody ever sees with real planetary collisions, hehe).

Quote (Pendrokar)
- Permanent craters (though it is a variable of location and size)

What? Infinity doesn't show craters on moons? Or do I understand you incorrectly?

Quote (Pendrokar)
- Horseshoe orbit

This is a usual elliptical orbit, but seen in a rotating coordinate system.

*





 
TalismanDate: Tuesday, 20.12.2011, 19:02 | Message # 24
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Quote (SpaceEngineer)
I have some ideas on how to simulate such events with relatively small number of particles, obtaining realistically looking visuals (taking into account what nobody ever sees with real planetary collisions, hehe).


This made my day. That would be amazing to find procedurally while adventuring. I hope you add it. cool





 
PendrokarDate: Wednesday, 21.12.2011, 15:49 | Message # 25
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Quote (SpaceEngineer)
What? Infinity doesn't show craters on moons? Or do I understand you incorrectly?

Whups. I meant post-procedural craters, the ones added after planet generation(with craters) is completed. Like a spaceship crash. It would be an additional variable to a planet for each new crater.

Also things from this topic:
- Movement of tectonic plates
- Corrosion & Erosion because of the influence of heat, cold, water and wind

And probably caves & canyons probably won't be added*

* - Might be wrong cause some games that will use I-Novae would need this.
 
SpaceEngineerDate: Wednesday, 21.12.2011, 16:37 | Message # 26
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New craters assumes terramorthing. It is a complex feature, but I hope I can implemet it in SE one day.

Erosion is POSSIBLE to implement on procedural planets. Look at this great project: Dreams Gate (the site is in Russian). I have a lot of discussions with the project's autor, he BTW is a Russian man ;-) You can download a demo and look how fast 100-steps erosion calculation is done (on CPU!).

Caves are a complex feature as long as the planet is heightmap-based. However, the author of Dreams Gate is working on voxel terrain generation (and the demo already has voxel rocks).

Canyons can often be described by heightmap, so I don't see any reasons why they can't be implemented in I-Novae. I've already implement them is SE :-)

*





 
PendrokarDate: Thursday, 22.12.2011, 13:34 | Message # 27
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Great.

By canyons I mostly meant natural bridges, which do not follow simple heightmap. Most canyons don't form in a pyramid style fashion. I see Dreams Gate developers have done it or either have objects not part of terrain.
 
SpaceEngineerDate: Thursday, 22.12.2011, 15:53 | Message # 28
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Pendrokar, do you mean these voxel rocks? Yes, these rocks are separate meshes, but procedurally generated based on voxels. However, he has made some experiments with voxel-based generation of all landscapes.



The erosion effects are pretty cool:



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DevonXDate: Thursday, 22.12.2011, 21:17 | Message # 29
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Quote (SpaceEngineer)
Look at this great project: Dreams Gate (the site is in Russian).
Ye it looks cool. I have downloded it, but i have no idea on how to even jump (space dont work) The only thing i can atm is run and and shoot. :\ even the options menu is empty.
 
SpaceEngineerDate: Thursday, 22.12.2011, 22:42 | Message # 30
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DevonX, open console (~) and type "fly". Current demo version has spaceships disabled.

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