Ultimate space simulation software

Search found 21 matches

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by greenhand
12 Aug 2018 18:15
Forum: Feedback and Suggestions
Topic: Found this on 2 minute papers on youtube
Replies: 0
Views: 308

Found this on 2 minute papers on youtube

A paper  describing how to implement a lightning fast terrain generation algorythm.  tired of having LOD's that take a long time to render? NEscK5RCtlo with some modification the quadtree generation could be modified to just randomly generate brush strokes, and to form fit to your planetary terrain...
by greenhand
04 Jul 2018 01:58
Forum: Feedback and Suggestions
Topic: General suggestions for SpaceEngine
Replies: 993
Views: 121204

General suggestions for SpaceEngine

this could be...  the gas giant's surface
by greenhand
15 May 2018 13:57
Forum: Archive
Topic: REDACTED
Replies: 1
Views: 485

REDACTED

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by greenhand
03 Apr 2018 13:20
Forum: Troubleshooting and Solutions
Topic: Troubleshooting and bug reports - SpaceEngine 0.9.8.0
Replies: 1186
Views: 117722

Troubleshooting and bug reports - SpaceEngine 0.9.8.0

Sometimes I get a crash that occurs, there are symptoms that I've learned to cope with it. first the planetary System thumbnails start to flicker.. rather they blink in and out. then before I know it the game crashes.
by greenhand
28 Jan 2018 13:41
Forum: Feedback and Suggestions
Topic: I found this neat thing, wonder if it's implementable
Replies: 3
Views: 987

I found this neat thing, wonder if it's implementable

Variability of stars is not implementable now, but it's planned according the TODO list . Cool, looking forward to it, what about the accretion disks from binary stars that get too close, is that already a thing? I also had quasars on my mind.  A lot of Neutron stars and other similar bodies have j...
by greenhand
09 Jan 2018 20:30
Forum: Feedback and Suggestions
Topic: CDLOD, maybe get your low poly LOD's to gradually transform into the High Poly ones
Replies: 3
Views: 807

CDLOD, maybe get your low poly LOD's to gradually transform into the High Poly ones

I found this guy on Youtube, and I wondered if it's too much work to implement something like this.
by greenhand
09 Jan 2018 20:15
Forum: Feedback and Suggestions
Topic: General suggestions for SpaceEngine
Replies: 993
Views: 121204

General suggestions for SpaceEngine

I'd actually love to read about them, I've found out that a lot of erosion filters simulate water or liquid erosion, by using physics to carry sediment down slopes, it's not done at run time of course, it's thousands of iterations at code time though.
by greenhand
08 Jan 2018 00:05
Forum: Feedback and Suggestions
Topic: General suggestions for SpaceEngine
Replies: 993
Views: 121204

General suggestions for SpaceEngine

http://www.fracterra.com/FunWithWilburVol1/index.html https://www.youtube.com/watch?v=GLNuKOOmKlQ https://www.youtube.com/watch?v=iH7YQQbS2kU Space engine could really use an erosion filter for more complex, accurate terrain :D I found this erosion technique, maybe it's faster than simulating water...
by greenhand
31 Dec 2017 00:15
Forum: Science and Astronomy Discussions
Topic: Science and Astronomy Questions
Replies: 1118
Views: 109894

Intergalactic stars!

I should probably preface this with, an IMO..  sorry, I just tend to blurt things out without being polite.  I'm kinda weird that way.
by greenhand
31 Dec 2017 00:09
Forum: Science and Astronomy Discussions
Topic: Science and Astronomy Questions
Replies: 1118
Views: 109894

Intergalactic stars!

I really doubt that they can see or detect something that's the size of a basket ball a lightyear away, let alone 300k lightyears.
by greenhand
30 Dec 2017 22:59
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 990
Views: 304772

Work progress 0.9.8.1 = 0.9.9.0

I am super stoked! can't wait!
by greenhand
30 Dec 2017 22:38
Forum: Feedback and Suggestions
Topic: General suggestions for SpaceEngine
Replies: 993
Views: 121204

General suggestions for SpaceEngine

I found this paper on how to generate hydrolic channels of erosion using node trees.
http://arches.liris.cnrs.fr/publications/SIG2013.html  perhaps this is faster than simulating water physics on billions of displacement maps.
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