Ultimate space simulation software

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by SpaceEngineer
04 Apr 2021 09:02
Forum: News and Announcements
Topic: Publications about SE
Replies: 26
Views: 18986

Publications about SE

Wow, nice work, and congratulations with a new discovery! I am still far from implementing of a whole GAIA catalog support. Athough I think that SE will not use all 2 billion stars, because it can render only stars with a good parallax, luminocity and color data. What I need to implement (aside from...
by SpaceEngineer
16 Mar 2021 15:06
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

Messier wrote:
Qr Bbpost How's progress going on the 3D clouds?

No progress since Summer, we are focused on 3D rings now. As you can see, atmospheric scattering does not affects clouds, this is why new scattering code is needed.

scr00568.jpg

scr00570.jpg

scr00571.jpg
by SpaceEngineer
16 Mar 2021 14:50
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

Some side work with atmospheric acattering. I tried to implement alternative code, which performs scattering integration on-the-fly in the planet/sky shader, rather than use precomputed scattering tables (textures). It solves a lot of issues with artifacts and inability to change such paramters as a...
by SpaceEngineer
01 Mar 2021 11:20
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

Yes, performance is almost halved by using emulated FP64.
by SpaceEngineer
27 Feb 2021 12:12
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

Rings shader doesn't uses doubles, it uses emulation through two floats.
by SpaceEngineer
26 Feb 2021 15:09
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

Bunch of a new screenshots. Rock size and ring thickness varies across planets, but is at order of 10 meters in diameter and 100 meters thick. Smaller rocks still have some precision issues. Performance is in 40-60 fps at 1440p and rings rendering resolution 70% on RTX 2080 (and no, RTX is OFF, SE d...
by SpaceEngineer
16 Feb 2021 10:08
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

Brett001 wrote:
Qr Bbpost Can this programming technique be used to procedurally generate rocks and stones of different sizes on the surface of planets?

Yes, but they will have lower resolution than the terrain. So it's a bad idea.
by SpaceEngineer
15 Feb 2021 08:32
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

35850 Amazing work! However, I have a question: why you decided to go for ray-marching? Would it be possible to implement a similar effect in OpenGL via instanced rendering? This sounds like an obvious solution, and you must have thought about it, so what's the limitation? Yes, it can be do by inst...
by SpaceEngineer
15 Feb 2021 08:24
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

Programing this is a truly amazing feat. Thank you, as always, for such an incredible job. I'm concerned with the mutual shadowing of the different objects in the rings. That might be a fundamental feature of such scenes in real life, but possibly a CPU killer and an imposible programing goal. I Ho...
by SpaceEngineer
14 Feb 2021 14:45
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

I'm sorry for so long timw without updates. I lost a habit to post dev screenshots. And too lazy to write blog posts :) So, 3D rings. Working on it since August together with Duke. Completeness is 90%. This is raymarching, so rocks are not spawned/deleted, they are "generated" on the fly a...
by SpaceEngineer
26 Jan 2021 06:13
Forum: Development
Topic: Future of space engine
Replies: 11
Views: 4365

Future of space engine

Relax. There are many reasons why development is slow. 1) Having money does not mean having a good team. We hired some programmers, and they worked for a while, but leave. Managing team is not easy. 2) We don't have that much money. Only for 2-3 programmers. We have 2 now, including myself. 3) I hav...
by SpaceEngineer
13 Nov 2020 08:55
Forum: Development
Topic: Work progress 0.991
Replies: 186
Views: 49680

Work progress 0.991

New update is in the beta branch on Steam. Description is in the blog post:
http://spaceengine.org/news/blog201113/
by SpaceEngineer
05 Nov 2020 22:38
Forum: Mods and Addons
Topic: Hawaii Islands (for SE 0.9.9.0)
Replies: 28
Views: 3822

Hawaii Islands (for SE 0.9.9.0)

Great work! This addon should be uploaded to the Workshop. How to do this is briefly described here:
http://spaceengine.org/news/blog191206/
by SpaceEngineer
17 Jul 2020 15:56
Forum: Science and Astronomy Discussions
Topic: I designed a crewed interstellar spacecraft
Replies: 3
Views: 2080

I designed a crewed interstellar spacecraft

Some criticizm here. 1) 120 tons is extremely small payload even for robotic mission. ISS has a mass of 400 tons, and it is not a very convenient habitat for 4 astronauts. Relativistic starship must have extreme radiatin protection shield, rotational gravity hab, closed ecosystem for 20-years flight...
by SpaceEngineer
10 May 2020 08:39
Forum: Troubleshooting and Solutions
Topic: Update video recording. Doubt Record maximum quality
Replies: 3
Views: 2267

Update video recording. Doubt Record maximum quality

"Preset#vi" means "Preset", your localization is simply not updated with a new text added to this update. What is your language? General rule to acheive the best quality is selecting "Very slow" preset and "Highest" bitrate. Although such extreme combinations...
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