Ultimate space simulation software

 
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Quarior
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23 Oct 2017 04:17

SpaceEngineer wrote:
This is some early screenshot:
Image


The character have not problem because I can’t see the foot. But is work in progress so is the starting for implement character model ?
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Mosfet
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23 Oct 2017 07:39

 I guess it's only floating around 1 meter below surface. ...Hey it's David! Hi Dave!

Anyway it's impressive.
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ARBB
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23 Oct 2017 08:25

Fine, but I asked for the ships since those are stock items in the engine. Even tho, the astronaut does give some perspective.
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Speedademon
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23 Oct 2017 09:55

SpaceEngineer wrote:
This is some early screenshot:
scr00840.jpg

Wonderful. Now we need some procedural rocks for more realism and better visual.
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JCandeias
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23 Oct 2017 10:01

Speedademon wrote:
Source of the post Wonderful. Now we need some procedural rocks for more realism and better visual.

Not before shadows, I hope. Procedural rocks and stuff without casting shadows would look worse than these ground textures do, I think.
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The_Blazer
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23 Oct 2017 10:08

JCandeias wrote:
Source of the post Not before shadows, I hope. Procedural rocks and stuff without casting shadows would look worse than these ground textures do, I think.

Agreed. In terms of detail level, the next step after detail textures should be shadows cast by objects including terrain (hopefully with a unified system that does both terrain self-shadowing and everything else), which would make the views from SE even more spectacular. That said, the detail level with these new textures is already very very impressive.
Also, I'm curious to know if it is possible to use modded textures that are higher-res than the stock ones, like those Skyrim "ultra HD 4k" texture packs which replace lower-res textures.
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23 Oct 2017 11:22

Starshines wrote:
Source of the post My question is how SE handles cpu cores

Generation of procedural star/cluster/nebula/galaxy locations and the generation of planetary systems are multi-threaded, and will use as many threads as you have (I have 16 threads and SE uses all of them). Most other things are single-threaded. So to get the most out of SE you need a CPU that has both good single-thread performance and many threads. Intel Core i7 and AMD Ryzen 5 and 7 would perform very well with SE, though I never noticed any slowdowns when using my old Phenom II X6 1090T.
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problemecium
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23 Oct 2017 12:54

Let nobody forget that to this day I am playing SE on an Intel Core i7-3520m laptop cpu with HD 4000 integrated graphics from 2013 with no serious performance issues whatsoever.
So trust me: whatever computer you have, unless it's truly ancient, will run SE just fine!

(And mad props to SpaceEngineer for making it that way)
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ianhoar
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24 Oct 2017 11:44

This is looking incredible, can't wait. Is this for reference or will we actually be able to walk around planets?
 
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HarbingerDawn
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24 Oct 2017 23:53

ianhoar wrote:
Source of the post This is looking incredible, can't wait. Is this for reference or will we actually be able to walk around planets?

The astronaut picture is just for reference.
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TheRedstoneHive
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28 Oct 2017 11:57

This is truly looking amazing! The game is getting so detailed, and almost any computer can run this! Thanks! Will 3D accretion disks be added in the future?
 
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02 Nov 2017 03:29

TheRedstoneHive wrote:
This is truly looking amazing! The game is getting so detailed, and almost any computer can run this! Thanks! Will 3D accretion disks be added in the future?

Yes. When the volumetric nebulas be added, the proplanetary disk and black hole accretion disk will be added.
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02 Nov 2017 05:16

Meanwhile I continue work on upgraded terrains: http://spaceengine.org/news/blog171102/
 
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02 Nov 2017 05:41

Image
I think my brain couldn't handle it.
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MineCrafter473
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02 Nov 2017 07:44

This is great work! I appreciate the time and effort that you spend working on this. Thank You.
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