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SpaceEngineerDate: Saturday, 13.07.2013, 14:08 | Message # 151
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
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Quote (HarbingerDawn)
I have never seen star system used to mean any of those other things

This is a common practice in Russian.





 
neutronium76Date: Saturday, 13.07.2013, 17:28 | Message # 152
World Builder
Group: Users
Greece
Messages: 718
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Quote (SpaceEngineer)
This is a common practice in Russian


Well then, we can have a bit of both to satisfy both Russian and International users: In Russian localization Space Engineer's naming system will be used, but in English (at least) localization, the above suggestion can be used smile





PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1
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midtskogenDate: Saturday, 13.07.2013, 21:41 | Message # 153
Star Engineer
Group: Users
Norway
Messages: 1674
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Quote (HarbingerDawn)
It still applies, I think. The term "star system", while technically referring to a system of stars, can also be thought of as the system of objects and interactions governed by the gravitational influence of a star (or stars, in the case of a multi-star system). In the case of single-star systems (e.g. the Sol system), the terms "star system" and "planetary system" will mean nearly the same thing, except that the former would include the system's sun and would also still apply if no planetary system existed.

If only "system" is used, it doesn't really specify anything. It's left to the context, which is obvious enough. The system could then include stars, planets and smaller bodies. But if there only is a single star with no planets or anything significant orbiting, calling it a "system" would be a stretch, but language is not perfect. If we break up the Greek word into its roots, it means something like "something set up together", "organised together". "Together" ("sy(n)-") implies some plurality.





NIL DIFFICILE VOLENTI
 
HarbingerDawnDate: Saturday, 13.07.2013, 23:23 | Message # 154
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
Quote (midtskogen)
If we break up the Greek word into its roots

You seem to be opposed to the idea of languages and the usage of their words evolving. Not everything has to mean exactly the same thing it originally did, nor is it practical. Sometimes words evolve away from their original meanings or develop split definitions as a matter of practical necessity.

Quote (SpaceEngineer)
This is a common practice in Russian.

Quote (neutronium76)
but in English (at least) localization, the above suggestion can be used

Exactly. The meaning of a term in one language should not constrict how an equivalent term is used in another language smile

Quote (midtskogen)
If only "system" is used, it doesn't really specify anything. It's left to the context, which is obvious enough.

Yes, I'm also in favor of leaving it simply as "system", for the sake of brevity.





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Gondor2222Date: Sunday, 14.07.2013, 01:38 | Message # 155
Space Pilot
Group: Users
United States
Messages: 92
Status: Offline
Can someone explain why the "intergalactic range" tag is unnecessary? A trip to the Sextans A dwarf galaxy at the edge of our local troup covers 85 times the distance as a trip from the sun to the milky way's core, and the distance to the nearest cluster besides our own is about 1000 times the distance between the sun and the milky way's core- wouldn't these be much harder to reach for a ship than a nearby star?
 
HarbingerDawnDate: Sunday, 14.07.2013, 01:46 | Message # 156
Cosmic Curator
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United States
Messages: 8717
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Quote (Gondor2222)
Can someone explain why the "intergalactic range" tag is unnecessary?

SpaceEngineer already explained it: in the context of the SE game, any ship which is capable of interstellar flight (i.e. has a hyperdrive) is also equally capable of intergalactic flight, simply as a consequence of how the hyperdrive works. As for how it works, you'll have to search around the forum for more on that (I think in the mothership concept thread).





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HarbingerDawnDate: Monday, 15.07.2013, 01:44 | Message # 157
Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
Quote (Joey_Penguin)
What if there was a feature in Map Mode to exaggerate planet sizes in order to visualize the structure of the stellar system?

You should probably post things like this in the General Suggestions thread.





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SpaceEngineerDate: Monday, 15.07.2013, 22:38 | Message # 158
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
I've made experiments with a logarithmic depth buffer. Results is pretty cool, but there is a lot of work to do. On these screenshots I used astronaut and Discovery model from Doc's 2001 ships pack. Their sizes are real, not exaggerated as Doc originally made. No near plane clipping and no z-fighting.









This will be not enabled in next patch by default, because full supporting of a log Z-buffer requires a lot of changes in the engine. There are two ways of using logarithmic Z-buffer: in a vertex shader and in a pixel shader. First gives artifacts on close or long triangles - their Z value interpolated incorrectly (perspectively). The second method fixes that, but kills FPS to almost zero: SpaceEngine have a huge overdraw on planets, so disabling fast Z test (that required for this method) makes complex planetary surface shader with atmospheric effect to apply to huge amount of pixels.

Anyway, I plan implement a deferred shading pipeline in SpaceEngine, and logarithmic Z-buffer is a first step to it. Deferred pipeline have a lot of benefits: fast Z-pass (that will speedup logarithmic Z buffer in a pixel shader), atmosphere as a post effect (that will speedup it a lot, because there will be no overdraw, and apply it to a planetary surface and ships that are in the atmosphere simultaneously), hundreds of lights (requires for ships at first place), proper lens flare occlusion, and many other.

Attachments: 9825234.jpg (392.8 Kb) · 2133255.jpg (276.2 Kb) · 4386868.jpg (251.0 Kb) · 9450118.jpg (250.2 Kb)





 
DwardenDate: Tuesday, 16.07.2013, 00:11 | Message # 159
Astronaut
Group: SE team
Czech Republic
Messages: 63
Status: Offline
that's pretty awesome result ...




Ideas are like ocean w/o borders! https://twitter.com/FoltynD
 
AerospacefagDate: Tuesday, 16.07.2013, 00:32 | Message # 160
Pioneer
Group: Users
Russian Federation
Messages: 401
Status: Offline
Does this also mean it is possible now to increase terrain quality and add more details?
 
SpaceEngineerDate: Tuesday, 16.07.2013, 01:03 | Message # 161
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Quote (Aerospacefag)
Does this also mean it is possible now to increase terrain quality and add more details?

No. Terrain details are limited by floating point precision in shaders that generates procedural textures.





 
werdnaforeverDate: Tuesday, 16.07.2013, 04:32 | Message # 162
World Builder
Group: Users
Pirate
Messages: 897
Status: Offline
Quote (SpaceEngineer)
I've made experiments with a logarithmic depth buffer. Results is pretty cool, but there is a lot of work to do. On these screenshots I used astronaut and Discovery model from Doc's 2001 ships pack. Their sizes are real, not exaggerated as Doc originally made. No near plane clipping and no z-fighting.

This will be not enabled in next patch by default, because full supporting of a log Z-buffer requires a lot of changes in the engine. There are two ways of using logarithmic Z-buffer: in a vertex shader and in a pixel shader. First gives artifacts on close or long triangles - their Z value interpolated incorrectly (perspectively). The second method fixes that, but kills FPS to almost zero: SpaceEngine have a huge overdraw on planets, so disabling fast Z test (that required for this method) makes complex planetary surface shader with atmospheric effect to apply to huge amount of pixels.

Anyway, I plan implement a deferred shading pipeline in SpaceEngine, and logarithmic Z-buffer is a first step to it. Deferred pipeline have a lot of benefits: fast Z-pass (that will speedup logarithmic Z buffer in a pixel shader), atmosphere as a post effect (that will speedup it a lot, because there will be no overdraw, and apply it to a planetary surface and ships that are in the atmosphere simultaneously), hundreds of lights (requires for ships at first place), proper lens flare occlusion, and many other.


No near plane clipping!

Sure, it may not be in the next release, but perhaps it is the reason the astronaut in the third picture is jumping for joy through bright green grassy fields on a beautiful day with a clear blue sky. smile
 
neutronium76Date: Tuesday, 16.07.2013, 07:01 | Message # 163
World Builder
Group: Users
Greece
Messages: 718
Status: Offline
Space Engineer you are awesome smile !




PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1
PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
 
Billy_MayesDate: Thursday, 25.07.2013, 12:16 | Message # 164
Pioneer
Group: Users
Finland
Messages: 485
Status: Offline
Any progress on the update SpaceEngineer? We haven't heard from you in a while.




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SpaceEngineerDate: Thursday, 25.07.2013, 21:17 | Message # 165
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Sorry, I've working on... solar charger for my smartphone. And tomorrow I'll go to vacation, for a month. No SE update, sorry. It still have too many bugs.




 
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