Free planetarium

 
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ARBB
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18 May 2017 18:24

SpaceEngineer wrote:
Source of the post Impossible  Voxel engine is needed for this.

 Vladimir, an question, why don't you update the engine to an voxel engine? I mean, it opens millions of possibilities, and everyone's using it, so there is a heck lot of articles giving inumerable ways of doing a thing. Star Citizen procedural planets are made with voxels, No Man's Sky planets are made with voxels, and the list keeps going. 
  Yes, it would be time consuming and something pratically impossible in this stage of development, but did you ever considered the idea? Caves, and other geological structures would be plausible, 3D water and volumetric effects embeded on the own system, and it would be much more pratical since you could use an preexisting engine to do it, or other asset codes.
I like rocambolones. That's why my avatar image is a seal transcending the limitations of woo'tness (Hamlet - Act 5, Scene 1, Page 12) and becoming one with the great turtle.
youtube.com/watch?v=7eKv4BEujFU of a seal.
I think I drank too much mercury.
 
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19 May 2017 00:53

ARBB wrote:
Source of the post  Vladimir, an question, why don't you update the engine to an voxel engine?

Because I am a single man working on a huge project. There are millions things to work on, and voxel engine is low in the priority list.

ARBB wrote:
Source of the post le, 3D water and volumetric effects embeded on the own system

This does not related with the terrain engine.

ARBB wrote:
Source of the post you could use an preexisting engine

Preexisting engine? I don't think so.
 
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problemecium
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19 May 2017 15:11

It's a bit half-baked, and you may have thought of it already, but have you considered the idea of implementing terrain holes by way of prefab meshes? Something like this:
- Mark a spot on the surface as "non-solid" so that it doesn't cause collisions or render terrain
- Spawn a pre-modeled cave (perhaps with a few procedural parameters, e.g. scale) so that its entrance aligns with the non-solid spot
- Set the cave's texture to something roughly matching the planet's
ᴩʀoʙʟᴇᴍᴇᴄɪᴜᴍ﹖
Formerly known as "parameciumkid."
 
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19 May 2017 15:19

SpaceEngineer wrote:
Source of the post Because I am a single man working on a huge project. There are millions things to work on, and voxel engine is low in the priority list.

I know, that's why I made very clear that it is impossible at this stage, just imagined if you ever considered the idea.
I like rocambolones. That's why my avatar image is a seal transcending the limitations of woo'tness (Hamlet - Act 5, Scene 1, Page 12) and becoming one with the great turtle.
youtube.com/watch?v=7eKv4BEujFU of a seal.
I think I drank too much mercury.
 
SpaceNer
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31 May 2017 09:15

IM SO EXCITED FOR 0.981 AND OTHER UPDATES!
 
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Cesare
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16 Jun 2017 00:39

Please add multiverse to this TODO list.
Cesare Vesdani
 
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18 Jun 2017 16:17

aaronth07 wrote:
Cannot wait for Procedural life and Procedural civilizations.

Me too! , im also excited for cloud shadows and 3d clouds (volumetric clouds)
 
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spaceguy
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18 Jun 2017 19:30

SpaceNer wrote:
aaronth07 wrote:
Cannot wait for Procedural life and Procedural civilizations.

Me too! , im also excited for cloud shadows and 3d clouds (volumetric clouds)

3D clouds are by far my most anticipated feature. Just imagining worlds with them is breathtaking.
 
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JCandeias
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27 Jun 2017 18:29

spaceguy wrote:
3D clouds are by far my most anticipated feature. Just imagining worlds with them is breathtaking.

This.
However, with me, anticipation comes in the company of fear. As is, Space Engine on or near planetary surfaces crawls down to 2-3 fps on my machine; I fear to think how slow (if at all) it'll work with 3D clouds implemented... :/
 
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Hornblower
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27 Jun 2017 18:53

JCandeias, it shouldn't do that. Do you have immediate loading mode on?
"Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." - Douglas Adams
 
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JCandeias
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28 Jun 2017 06:54

No. Loader mode is set to asynchronous.

I'm running a beta, though. In previous versions it wasn't this sluggish, so there's probably some optimization still to be made. Still, the usual on planetary surfaces, if there's an atmosphere and cloud cover, has been below 10 fps on my machine for a long time. Used to be somewhere between 4 and 6. Interplanetary space, planets from orbit and stuff like that got fps above that, sometimes getting up to around 15, and in interstellar/intergalactic space it went way up to 60 or more, unless you got a nebula in the field of view. In this beta I'm running now all these figures dropped a notch or three.

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