Ultimate space simulation software

Search found 745 matches

  • 1
  • 2
  • 3
  • 4
  • 5
  • 50
by SpaceEngineer
12 Oct 2021 04:32
Forum: Mods and Addons
Topic: Neptune 16K
Replies: 16
Views: 5668

Neptune 16K

Nice work! Did you release it in the Workshop?
by SpaceEngineer
11 Oct 2021 09:42
Forum: Mods and Addons
Topic: Tips - How to convert texture pre-0.990 to post-0.990
Replies: 2
Views: 7839

Tips - How to convert texture pre-0.990 to post-0.990

This method will cause artifacts on tile edges. May be noticeable on high-contrast textures. The correct method is combining old tiles back to WAR using the glue.exe (you must configure it to regect 1-pixel-wide outside borders which old tiles use), and then convert six RAW cubemap faces to tiles ag...
by SpaceEngineer
20 Jul 2021 05:14
Forum: Troubleshooting and Solutions
Topic: Troubleshooting and bug reports - SpaceEngine 0.9.8.0
Replies: 1626
Views: 483673

Troubleshooting and bug reports - SpaceEngine 0.9.8.0

You need older driver version. Or upgrade SE to 0.990.
by SpaceEngineer
19 Jul 2021 14:40
Forum: Development
Topic: Work progress 0.991
Replies: 287
Views: 98203

Work progress 0.991

This is just a new algortihm for general sharpness, not especially the galaxies. I asked Vladimir if he could keep the old one available because the new one can has unwanted effects on some config/resolution. Galaxies/nebulae have theor own sharpness pass, but it was disabled, because the global (s...
by SpaceEngineer
19 Jul 2021 13:38
Forum: Development
Topic: Work progress 0.991
Replies: 287
Views: 98203

Work progress 0.991

Just look at stars in front of Milky Way with sharpness 1 or more, and you will see (in older versions).
by SpaceEngineer
18 Jul 2021 10:12
Forum: Development
Topic: Work progress 0.991
Replies: 287
Views: 98203

Work progress 0.991

This is not beacuse new algorithm has lower sharpness limit (well, it has, because values > 1 are not allowed because of graphical glitches). The thing is that galaxy/nebula rendering used its own sharpness pass, but in 1955 I switched it off. Because otherwise skybox/impostor nebulae will be oversh...
by SpaceEngineer
15 Jul 2021 11:45
Forum: Development
Topic: Work progress 0.991
Replies: 287
Views: 98203

Work progress 0.991

It's not broken, it's an engine limitation. I wrote about this in the first rings blog post.
by SpaceEngineer
01 Jul 2021 12:09
Forum: General Discussions
Topic: Black Hole Interiors
Replies: 8
Views: 2775

Black Hole Interiors

Kerr black holes in SE, work in progress:

scr00783.jpg

scr00784.jpg
by SpaceEngineer
01 Jul 2021 11:23
Forum: Development
Topic: Work progress 0.991
Replies: 287
Views: 98203

Work progress 0.991

New update in the beta branch:
https://spaceengine.org/news/blog210701
by SpaceEngineer
15 Jun 2021 15:29
Forum: General Discussions
Topic: Physical simulation of the space engine
Replies: 32
Views: 14565

Physical simulation of the space engine

It is a very good approximation based on general relativity solution :) More specifically, it is approximation of Schwarzschild black hole potential  by Paczynski and Wiita (1980): F = -G * M / (R - Rg) 2 It is not a Kerr metric approximation, so spin is ignored. We still didn't find easy to impleme...
by SpaceEngineer
15 Jun 2021 15:24
Forum: General Discussions
Topic: Obscure commands that do seemingly nothing
Replies: 2
Views: 1514

Obscure commands that do seemingly nothing

You don't need them, those are debug variables.
by SpaceEngineer
11 Jun 2021 13:25
Forum: Development
Topic: Work progress 0.991
Replies: 287
Views: 98203

Work progress 0.991

3D rings public beta! http://spaceengine.org/news/blog210611/ - Added volumetric 3D planetary rings - Updated exoplanet catalog (June 03, 2021) - Support for blackbody thermal glow and temperature maps for spaceships (accurate radiator glow appearance) - FXAA smooths alpha channel in screenshots and...
by SpaceEngineer
10 Jun 2021 09:03
Forum: Mods and Addons
Topic: Celestia Origin Textures in Space Engine
Replies: 5
Views: 2467

Celestia Origin Textures in Space Engine

SE textures (HD addon) is anyway better, has higher resolution, and supports 3D terrain.
by SpaceEngineer
06 Jun 2021 12:53
Forum: Mods and Addons
Topic: Mods and Addons - Requests, suggestions and ideas
Replies: 436
Views: 177169

Mods and Addons - Requests, suggestions and ideas

36610 The SE blog post from May 2018 (http://spaceengine.org/news/blog180521/) told, that it would be possible to turn on/off individual (!) constellations via scripting. Even lines, boundaries and labels could be controlled individually per constellation. I made a lot of tries with script commands...
by SpaceEngineer
05 Jun 2021 06:35
Forum: News and Announcements
Topic: Website news
Replies: 43
Views: 27827

Website news

Ongoing work on migrating to SSL (https://). Some glitches are possible, don't panic :)
  • 1
  • 2
  • 3
  • 4
  • 5
  • 50