Ultimate space simulation software

 
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ARBB
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19 Nov 2017 17:40

Salvo wrote:
JackDole wrote:
JCandeias wrote:
Source of the post So unless you can show me a planet made of glass or other similarly transparent solids,

Glass planet ...
scr00042.png
(Sorry, I could not resist.)

I did not understand the joke, I feel so dumb  :lol:

It's a planet made of glass. he ball in the middle is the core, and the oceans are transparent, so you can only see continents and clouds.
S M OO T H RºCªMBºLºNE
 
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20 Nov 2017 10:25

 
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TheRedstoneHive
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20 Nov 2017 11:12

SpaceEngineer wrote:
I am still not satisfied with color/material transitions.http://spaceengine.org/news/blog171120/

I can agree on that but it still looks great!
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Canyon.png
 
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SCtester
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20 Nov 2017 13:05

Wow. Really impressive stuff regarding the latest terrain engine update. I particularly like the new look of rivers, they're so much more realistic. The loading speed is also super impressive. One thing - I feel like if the terrain self-shadowing was a bit more exaggerated, then maybe it could make the terrain look even better.
 
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beyondsight
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20 Nov 2017 14:52

That looks so great! The detail's really improved. Thanks for working so hard, SpaceEngineer.
 
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ChaosRobie
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20 Nov 2017 17:10

The LOD video is mesmerizing to watch. There's something about seeing those white squares scurry off into the distance...
 
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Mouthwash
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21 Nov 2017 03:17

"Because procedural generation of realistic textures of rock, pebbles, grass, sand and others is way too and expensive"

Did you skip a word, or forget to remove 'and?'
 
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21 Nov 2017 05:55

In other engines it is overcome differently, for example, the generation of textures for the last levels using double-precision numbers. However, they are very slow on most GPUs

Maybe there's something I'm fundamentally misunderstanding, but could double-precision numbers be calculated on the CPU rather than on the GPU? CPUs can't do massive parallelism, but is that needed for generating the textures, and won't terrain data need to go through the CPU at some point anyways? From my understanding every CPU nowadays can work on double-precision floats, and transfer times to the GPU shouldn't be too high for the purpose of generating some textures, which is never exactly in real time anyways.
Born too early to explore space... but just in time for Space Engine!
 
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Sion
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21 Nov 2017 07:29

Am I the only one who found some of those images actually realistic? The canyon ones and rocky terrains were especially realistic to me.
 
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SpaceEngineer
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21 Nov 2017 08:38

The_Blazer wrote:
Source of the post CPUs can't do massive parallelism, but is that needed for generating the textures

Of course! Textures are fully generated on GPU. All fractal noises are calculated there, and using doubles there is not a good idea because of their slow speed.
 
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Mouthwash
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21 Nov 2017 22:50

Sion wrote:
Am I the only one who found some of those images actually realistic? The canyon ones and rocky terrains were especially realistic to me.

Would it hold up as a modern game setting (aside from lack of vegetation/objects)?




In my opinion, no. But it's getting close (and hey, it's procedural anyway.)
Last edited by Mouthwash on 22 Nov 2017 02:45, edited 1 time in total.
 
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Salvo
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22 Nov 2017 00:09

SpaceEngineer wrote:
I am still not satisfied with color/material transitions.

The problem is that at low distance it looks good while on high distance it looks a bit weird. That a problem of many games and it's usually fixed blurring the transition texture as higher is the distance or adding some color variation.
Image
On earth there are sudden "spots" but they're masked by the fact that color of plants is changing. On north america it goes from sandish yellow to light green and then suddenly changes to dark green if we reach Canada or north-west part of USA.
This is not very different from SE, the only change is that SE has a set of textures that is always the same and you can't mix them (like 50% and 50% because it would look weird, or maybe not, it eventually worth a try). It's the same on other planets, even desert ones:
Image
Also on Mars it changes from gray to orange. I know it's something that SE always did, but this new implementation makes this thing hard, even if I think what is it now is already very realistic.  :)
The universe is not required to be in perfect harmony with human ambition.

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Maurício Cruz
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22 Nov 2017 09:30

I think is cool to make rivers whith more variations of size in this course if that not implemented:
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diferença de procedural e real.png
Pluto taught us at least how creative the universe could be (DOCUMENTARY)
 
Eliam
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22 Nov 2017 12:06

The new terrain algorithm is amazing.

I know that this this is a very different technology so that it could not be implemented that easily in SE but I think you could be interested by this video about near-instantaneous terrain generation + erosion from deep learning algorithms trained on actual terrain data.
 
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22 Nov 2017 13:50

At first, congratulations SpaceEnginner !

I'm a new user of you incredible software, and an old Celestia user...
I'm using a small planetarium dome with Stellarium360 for the sky (in fisheye mode) and Celestia for the space but it was flat with a lot distortions... now I forget Celestia !
I'm like a children with your software, a wonderful toy ! And your TODO list made me crazy.

I see your script implementation, it is possible to have a shortcut in the keyboard to use a generic script ?
Because I use a personnal software to pilot Stellarium360 with a second screen in the planetarium.
I rewrite alway the same script with a new code when I click a button (in my software) and Stellarium read it and apply a command or a command list !
Thank a lot for your huge work.

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