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WatsisnameDate: Sunday, 05.04.2015, 07:58 | Message # 736
Galaxy Architect
Group: Global Moderators
United States
Messages: 2613
Status: Offline
Welcome back, that's some cool stuff you've been making. I like the galaxy. And the nova (both versions). cool




 
opticalDate: Sunday, 05.04.2015, 08:21 | Message # 737
Space Tourist
Group: Users
Australia
Messages: 25
Status: Offline
Thanks.

Fun fact: This was the original photo for the galaxy.

 
RockoRocksDate: Sunday, 05.04.2015, 08:24 | Message # 738
World Builder
Group: Users
Belgium
Messages: 674
Status: Offline
That's really amazing optical, you should create a blog or something to put all these works on for the world to see.




I will be inactive on this forum for the time being. Might come back eventually

AMD AR-3305M APU w/ Radeon HD 1.90 GHz 6,00 GB RAM
 
opticalDate: Sunday, 05.04.2015, 10:52 | Message # 739
Space Tourist
Group: Users
Australia
Messages: 25
Status: Offline
RockoRocks, thanks for the kind comment. I didn't think that my work was actually worth putting on a blog!

I have some After Effects (Visual effects) stuff, tell me if you guys want a look.


Edited by optical - Sunday, 05.04.2015, 10:53
 
WwadlolDate: Monday, 13.04.2015, 20:40 | Message # 740
Space Pilot
Group: Users
Norway
Messages: 107
Status: Offline
This must be my best one so far https://soundcloud.com/wwadlol/perspective
 
parameciumkidDate: Wednesday, 15.04.2015, 06:28 | Message # 741
Explorer
Group: Users
United States
Messages: 277
Status: Offline
Welp, it can't hurt too much to post this here; I too am working on a space game. Mine however is, due to time limitations, far less realistic than Space Engine and is focused on building spaceships and then blowing them up.
http://helia.heliohost.org/4803
I'm making it for a class, which requires me to make weekly progress videos, so don't bother watching the whole playlist unless you're really bored because a lot of the videos are just me talking about how I added a menu or some such.
Also note that the art assets currently shown are placeholders I was using while I waited for the models I ordered to be delivered. I didn't have time to make them look terribly nice.





Intel HD Graphics 4000 ;P

Edited by parameciumkid - Wednesday, 15.04.2015, 06:29
 
midtskogenDate: Wednesday, 15.04.2015, 10:03 | Message # 742
Star Engineer
Group: Users
Norway
Messages: 1674
Status: Offline
Our new meteor station is operational and I've done a preliminary calibration of the cameras, and we have complete sky coverage in high resolution. Here's a 29 Mpixel image:


These cameras record continuously at 5 fps. The site is about 30 km north of Oslo and is not very heavily light polluted.





NIL DIFFICILE VOLENTI


Edited by midtskogen - Wednesday, 15.04.2015, 10:23
 
opticalDate: Thursday, 16.04.2015, 14:59 | Message # 743
Space Tourist
Group: Users
Australia
Messages: 25
Status: Offline
I'm currently rendering a recreation of the 2001: A space Odyssey stargate sequence.

evidence:


http://youtu.be/SiXrrZeqi-0


Edited by optical - Friday, 17.04.2015, 09:08
 
midtskogenDate: Monday, 20.04.2015, 11:04 | Message # 744
Star Engineer
Group: Users
Norway
Messages: 1674
Status: Offline
Our new camera system located 30 km north of Oslo is now properly calibrated and we have an allsky view with a precise mapping from pixel positions to sky coordinates. The original video has 8K resolution.

Added (20.04.2015, 11:04)
---------------------------------------------
Playing with stereographic projection







NIL DIFFICILE VOLENTI
 
NiakoDate: Thursday, 23.04.2015, 18:38 | Message # 745
Space Tourist
Group: Users
Spain
Messages: 21
Status: Offline
I have been messing with Kerbal Space Program and Space Engine textures:
 
parameciumkidDate: Friday, 24.04.2015, 04:39 | Message # 746
Explorer
Group: Users
United States
Messages: 277
Status: Offline
This isn't meant for the aforementioned spaceship game (which is making some real progress, so do check it out!), but SE inspired me to try and work up my own gravitational lens shader in Unity.

Unfortunately it isn't quite as accurate as SE's, as it only "bends light rays" in front of the camera, rather than causing rays to loop around behind the camera as a real one would. But hey, it looks cool. I may publish it on the Unity Asset Store at some point.





Intel HD Graphics 4000 ;P

Edited by parameciumkid - Sunday, 26.04.2015, 05:10
 
VoekoevakaDate: Friday, 24.04.2015, 12:19 | Message # 747
World Builder
Group: SE team
France
Messages: 1016
Status: Offline
I created a bandcamp !

https://voekoevaka.bandcamp.com/releases





Want some music of mine ? Please go here !

 
SalvoDate: Friday, 24.04.2015, 16:57 | Message # 748
Star Engineer
Group: Local Moderators
Italy
Messages: 1400
Status: Offline
Quote parameciumkid ()
I may publish it on the Unity Asset Store at some point.

Wow! How did you do that? I tried to do that long ago but with no result dry





The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)
 
opticalDate: Sunday, 26.04.2015, 03:33 | Message # 749
Space Tourist
Group: Users
Australia
Messages: 25
Status: Offline
Quote Salvo ()

Wow! How did you do that? I tried to do that long ago but with no result

- ignore -


Edited by optical - Sunday, 26.04.2015, 07:12
 
parameciumkidDate: Sunday, 26.04.2015, 05:09 | Message # 750
Explorer
Group: Users
United States
Messages: 277
Status: Offline
It took a lot of frustrating learning-by-doing of shader programming, but the most important part was that Unity 5 allows indie developers (as opposed to before only in Unity Pro) to use the "GrabPass" function. Long story short, this takes a screenshot of the objects behind it, applies a sort of fisheye effect (based on some equations I found on Wikipedia), and then textures itself with the resulting image.
Here's a picture where I tossed a simple accretion disk on it and applied a bloom image effect:





Intel HD Graphics 4000 ;P
 
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