Ultimate space simulation software

 
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Dwarden
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History of SpaceEngine

27 May 2019 18:34

this thread brings back so many great memories, also thanks FFT for that CI render info
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longname
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History of SpaceEngine

01 Jun 2020 08:27

SpaceEngineer wrote:
SpaceEngine is not based on Celestia nor any other engine, I wrote the code all by myself (except some common algorithms like quicksort, memory manager, OpenGL tricks, that can be found in books and everywhere else in the Internet). The first public version was 0.74, it was released on the Russian GameDev forum. It worked only on NVidia GPU, has procedural planets, but no procedural terrain (3D terrain was only on Earth and some other Solar System bodies). You can follow SE evolution on the Russian GameDev (Google translate could help):

SpaceEngine thread on GameDev


Links to download all released versions of SE. Stable work is not guaranteed :)

0.74 (NVidia only)
0.84
0.85 (patch)
0.90 (patch)
0.93
0.94
0.95
0.96
0.961 (patch)
0.962 (patch)
0.97
0.971
0.972
0.973 (patch)
0.980
0.980e (patch)

Until 0.74, SE had a very quick version number change, every small improvement increased the number by 0.1: 0.5 - 0.6 - 0.7. Then I realized that it is too fast, so I decreased the numerical step and now every big release has a version number increased by 0.0.1, while patches add 0.0.0.1: 0.9.6.0 - 0.9.6.1 - 0.9.6.2

Terrain engine in SE is pretty much the same even now, it wasn't changed since a beginning of SE.

Look at the graphics settings dialog in 0.74 :)
scr00099.jpg

Will we ever see any pre-74 versions released?
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
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miniluv73
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History of SpaceEngine

03 Jun 2020 10:04

longname wrote:
SpaceEngineer wrote:
SpaceEngine is not based on Celestia nor any other engine, I wrote the code all by myself (except some common algorithms like quicksort, memory manager, OpenGL tricks, that can be found in books and everywhere else in the Internet). The first public version was 0.74, it was released on the Russian GameDev forum. It worked only on NVidia GPU, has procedural planets, but no procedural terrain (3D terrain was only on Earth and some other Solar System bodies). You can follow SE evolution on the Russian GameDev (Google translate could help):

SpaceEngine thread on GameDev


Links to download all released versions of SE. Stable work is not guaranteed :)

0.74 (NVidia only)
0.84
0.85 (patch)
0.90 (patch)
0.93
0.94
0.95
0.96
0.961 (patch)
0.962 (patch)
0.97
0.971
0.972
0.973 (patch)
0.980
0.980e (patch)

Until 0.74, SE had a very quick version number change, every small improvement increased the number by 0.1: 0.5 - 0.6 - 0.7. Then I realized that it is too fast, so I decreased the numerical step and now every big release has a version number increased by 0.0.1, while patches add 0.0.0.1: 0.9.6.0 - 0.9.6.1 - 0.9.6.2

Terrain engine in SE is pretty much the same even now, it wasn't changed since a beginning of SE.

Look at the graphics settings dialog in 0.74 :)
scr00099.jpg

Will we ever see any pre-74 versions released?

I've just been wondering the same thing! I've always wanted to play the pre-2010 versions of SpaceEngine, such as the one with the Celestia asteroid textures, the one with the different Earth map and the one with the pixel font.
"I'm sure the universe is full of intelligent life. It's just been too intelligent to come here."
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Zebra Zed
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History of SpaceEngine

22 Oct 2020 12:46

Its great to see the legacy version of Space Engine when it was released. The pictures above are splendid.

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