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Work progress and public beta test - 0.9.7.4
Destructor1701Date: Saturday, 05.12.2015, 05:17 | Message # 871
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niseminoshiro, yep.




 
parameciumkidDate: Saturday, 05.12.2015, 06:30 | Message # 872
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Okay I was going to let this rest, honest! But I stumbled across this video today:

It shows a simulation of relativistic optical effects, including doppler shift and FOV distortions. I understand why the latter may be unfeasible for SE, but I thought just in case SpaceEngineer hasn't seen it, he/you might want to take a look as a reference for SE's color distortions.
I am, of course, still just a noob spouting off stuff I think sounds smart, so if you've already looked into this or know it's wrong or impossible then by all means just ignore me wink Just thought it was neat and might possibly be a bit helpful is all.





Intel HD Graphics 4000 ;P
 
kadeshvDate: Saturday, 05.12.2015, 12:21 | Message # 873
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I downloaded your patch .09.7.4 but i cannot see accretion disk. Already out? or under developement yet?
 
HarbingerDawnDate: Saturday, 05.12.2015, 14:59 | Message # 874
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Quote kadeshv ()
I downloaded your patch .09.7.4 but i cannot see accretion disk. Already out? or under developement yet?

It has not been released yet.





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
 
Destructor1701Date: Saturday, 05.12.2015, 17:49 | Message # 875
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Quote parameciumkid ()
Okay I was going to let this rest, honest! But I stumbled across this video today:


Have you see that MIT gamelabs demo "A Slower Speed Of Light" I linked? On the YouTube page, there's a download link. Check it out.





 
parameciumkidDate: Saturday, 05.12.2015, 20:11 | Message # 876
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Saw it, and the videos. I tried to play it, but unfortunately it refused to run. I blame lazy coding.
I did download their engine thing and play with it a bit, but it looks more like a conceptual illustration tool than a scientifically precise simulator. For example they completely neglected the headlight effect, and all of the textures are placeholders.





Intel HD Graphics 4000 ;P
 
HarbingerDawnDate: Saturday, 05.12.2015, 21:14 | Message # 877
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Quote parameciumkid ()
I tried to play it, but unfortunately it refused to run. I blame lazy coding.

It always worked fine for me.





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
 
Spock1108Date: Sunday, 06.12.2015, 16:32 | Message # 878
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Accretion discs are fantastic! But, since you have done this great job, why not use those models to make the protoplanetary disks, for many stars?
Why not put a variable diameter or procedural for the disk around holes blacks?





Sorry for my English! ;)
 
sinsforealDate: Sunday, 06.12.2015, 16:54 | Message # 879
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Quote Spock1108 ()
Accretion discs are fantastic! But, since you have done this great job, why not use those models to make the protoplanetary disks, for many stars?
Why not put a variable diameter or procedural for the disk around holes blacks?


Protoplanetary disks I assume will be coming in the near future





"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
 
SpaceEngineerDate: Sunday, 06.12.2015, 21:57 | Message # 880
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Quote huishb ()
SpaceEngineer, will there be a on/off option for the red/blue Doppler effect?

No, why this should be added?

Quote LookAtDatDakka ()
I got a question SpaceEngineer. Has a floating point precision hit limitation have been eliminated so we get details of 0.1-1 cm. It has been there for a very loooooooooong time.

No. Reversed depth buffer eliminated precision problems of rendering of far objects. Precision limitation on generating textures is still here.

Quote parameciumkid ()
he/you might want to take a look as a reference for SE's color distortions.

I doubt they used multispectral photos to make textures for objects on that scene, to accurately show red/blueshift. So no, it can't be used as reference.

Quote Spock1108 ()
Accretion discs are fantastic! But, since you have done this great job, why not use those models to make the protoplanetary disks, for many stars?
Why not put a variable diameter or procedural for the disk around holes blacks?

There are many reasons, with two major:
1) Disks are flat, not volumetric.
2) They are rendered via raytracing inside a big sphere 1000x times radius of the black hole. No other objects must be inside that sphere, otherwhise there will be artefacts.

Quote Spock1108 ()
Why not put a variable diameter or procedural for the disk around holes blacks?

It is variable and procedual of course. As long as disk temperature, density and rotation speed (they calculated based of BH gravity and accretion rate).





 
DenebStarFTWDate: Monday, 07.12.2015, 01:33 | Message # 881
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Chile
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Quote SpaceEngineer ()
disk temperature, density and rotation speed


So accretion disk emit heat? Can we technically have terras around them now?





- S T A Y -
 
SpaceEngineerDate: Monday, 07.12.2015, 10:35 | Message # 882
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Quote DenebStarFTW ()
So accretion disk emit heat? Can we technically have terras around them now?

Yes. But it have no physical sense. Terra with life can exist only in only some artifical system with weak and stable accreation disk and a planet on circular orbit around BH. Like in Interstellar.

Quote Watsisname ()
This is a very common misconception, perpetuated by years of documentaries and films that keep getting it wrong.

I know. SE renders black hole for stationary observer. And this have sense: you can lock camera at any distance from the horizon. For ships falling into BH, another rendering is needed. It may be implemented in future, or may be not: any ship will be disrupted by tidal forces or evaporated by accretion disk emission a long time before reaching the horizon. Even billion solar mass BH with no accretion disk will heat up interstellar gas falling to it by 10-20 thousand Kelvins.

BTW, I didn't saw any documentary showing optical effects near black holes. Up to "Interstellar", all documentaries depicted black holes as black spheres with no lensing effects.

Also, this conversation if off-topic here.





 
WatsisnameDate: Monday, 07.12.2015, 11:01 | Message # 883
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Agreed. Split discussion of black hole volume and visual effects to Astronomy Q&A thread.




 
SpaceEngineerDate: Monday, 07.12.2015, 22:54 | Message # 884
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Upgrades in cool star rendering. Stars are red dwarfs M8.1, M9.0, M9.9. Brown dwarfs are L6, T5, Y5. Note what late stars have almost the same size. And yes, SpaceEngine now supports decimal subclass numbers like "8.1". Solar spots are upgraded a bit also. There must be smooth transition in appearance between coldest M-dwarfs (M9.9) and hottest Y-dwarfs, but I didn't implement it yet.












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VoekoevakaDate: Monday, 07.12.2015, 23:18 | Message # 885
World Builder
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France
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That M9.9 star is wonderful !




Want some music of mine ? Please go here !

 
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