Free planetarium

 
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SpaceEngineer
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SpaceEngine TODO

24 Nov 2016 05:21

This is my global TODO list for SpaceEngine, it is primarily concerned with the graphical development of the engine, with gameplay being the least important at this time. Perfecting the engine is my first priority. As shown below, I have organised each section into priority lists. For example, under the section heading 'Engine,' my priorities are in 'top down' order, with obviously the top ones being my highest priority and the bottom ones my lowest concern. This same rule applies to the other section headings for galaxy, nebulae, stars and planets.

Anyway, I should note: as long as SE is a scientifically accurate Universe simulator, then one day it will implement ALL space objects and phenomenon that are known to modern astronomy (if this would be possible to implement on the personal computers). So you may not bother yourself with questions like "will SE one day have meteor rain implemented". I guarantee that it WILL.

Color guide:
  • Implemented in current version
  • Implemented in next version
  • Partially implemented
  • Uncertain if possible
  • Planned

Engine:
  • Deferred shading
  • Shadow maps
  • Ambient occlusion
  • Global illumination
  • Reverse depth buffer
  • Environment map lighting, reflections, refractions
  • On-screen motion blur
  • Loading of models with animations (spaceships)
  • Networking
  • Camera control and physics (including the orbital motion of bodies) in a parallel thread
  • Recording of flight, its editing and smoothing
  • Displays the names of objects on the planetary surface (sea, mountains, craters, etc.)
  • Unicode fonts
  • Empowering the planetarium (the constellation - the figures, boundaries and names, astronomical coordinate grid, control of the telescope)
  • Multi-monitor support, customizable "warper" to create video walls (including fish eye view)
  • Network synchronization for distributed videowall rendering
  • In the editor: importing of textures, catalogs and models, exporting of procedural textures, catalogs and models (content sharing with other programs and games)
  • Eliminating the crashes
  • Anti-aliasing
  • Proper auto exposure, the real brightness of the surface of planets and stars
  • Scripts for the autopilot
  • The galactic map, star map, map of the planetary system, a map of the planet
  • Built-in editor of planets, galaxies, etc.
  • Improved interface and control system (control panel, prompts, Bind keys, etc.)
  • Different materials on the same models / textures (metal, glass, etc.)
  • Loading/generating resources in a parallel thread
  • Localization to other languages

Galaxies:
  • Unique procedural model for each galaxy
  • Models of irregular and colliding galaxies
  • Complex rendering of spiral galaxies (bulge as precomputed texture + disk as sprites)
  • A closed universe or a universe with a domain structure
  • Embedding of giant nebulae sprite models into the galaxy disc sprite model
  • Adaptive level of detail of galaxy sprite model
  • Render the galaxy by ray tracing
  • Correct blending of dust with the stars (ray tracing or multipass)
  • Animation or simulation of galaxy rotation
  • Simulation of collision of galaxies
  • Modeling the evolution of galaxies
  • Correct rendering of dust sprites (extinction effect)
  • Procedural large-scale distribution of galaxies (clusters, filaments, walls and voids)

Nebulae:
  • Unique procedural model for each nebula
  • Animation of accretion disks and jets
  • Complex rendering (subsystems with independent LODs)
  • Lighting from any number of stars
  • Animation of light wave (light echo)
  • Animation of expanding shells of supernova and planetary nebulae
  • Render the nebula by ray tracing
  • Correct blending with the galaxy (ray tracing)
  • Correct blending with the stars (ray tracing or multipass)
  • Modeling of evolution of diffuse nebulae: its collapse and the formation of star clusters
  • Correct rendering of dust sprites (extinction effect)

Stars:
  • Tidal distortion of shape, filling the Roche limit (taking into account the ellipticity of orbits)
  • Animation of flowing substance, accretion disks and jets
  • Quasars with accretion disk
  • Neutron stars and pulsars with the animated jets, embedding it into the nebula model
  • Stars velocities in the galaxy (needed for ship's hyperflight physics)
  • Animation of surface
  • Semi-transparent red giants and protostars with animation
  • Magnetic activity
  • Catalog of binary and multiple stars
  • Binary file format for star catalog with built-in octree
  • Compilation of a text script catalog into a binary catalog
  • Embedding a star catalog in the galactic procedural stars octree
  • Dynamic loading of stars catalog from the disk (supporting of unlimited number of stars)
  • Variable stars, supernovae
  • Catalog of variable stars
  • The stars floating in the intergalactic space
  • Prominences, flares, clouds (in the form of magnetic field lines)
  • Motion of stars in the galaxy
  • Modeling of evolution of stars
  • Correct dynamic lens flare effect
  • Black holes with the effect of the distortion of light rays, Kerr black holes
  • Super-massive black holes in galactic center, modeling or animation of motion of nearby stars
  • Triple and multiple systems
  • Distortion of the shape of the fast rotating stars, gravity darkening effect
  • Procedural animated stellar coronae

Planets:
  • Decrease of loading/generation time
  • Improving the level of detail, reaching of 1 mm per pixel detail
  • Lighting of planets with quasar, galactic core, clusters and nebulae
  • Distortion function for elevation map (terraces, horizontal shift)
  • Modeling of continents
  • Illumination of planets with globular clusters, galactic core, close nebulae, supernovae
  • Self-shadowing of the terrain, ambient occlusion, global illumination
  • Animation of clouds, cyclones
  • Clouds shadows on the landscape
  • 3D clouds with lighting and self-shadowing
  • God-Rays from the landscapes and clouds in the atmosphere
  • 3D water with waves animation, simulation of the tides
  • Refraction and reflection on the water surface
  • More types of atmospheres, generation of models at run-time, binding to astrophysics
  • [color=30a0ff]Volcanoes[/color], volcanic eruption, animation of explosions and ash clouds
  • Glowing lava flow animation
  • Magnetic field modelling
  • Lighting of the planetary surface with aurora
  • Dust and the asteroid belts around stars and planets (rings), animation, or simulation of the motion
  • The shadows of the satellites and other planets on rings and vice versa; volumetric shadows inside the dust rings and self-shadowing of the rings
  • Illumination of a planet and satellites by the rings
  • Improving gas giant atmospheres
  • Surface components (stones, plants, roads, buildings)
  • Terramorphing
  • Landscape with water and thermal erosion
  • Tectonic plates
  • Modeling of asteroids collisions with lighting, explosion and the formation of the crater
  • Animation of meteorites and meteor rains
  • Holes in the surface (caves, mines)
  • Right cone of the shadow of the eclipse from moons and rings in the atmosphere
  • Refraction in the atmosphere (up to the "bow-tie world")
  • Weather conditions (rain, snow, fog, lightning, rainbow)
  • Seasonal changes (snow cover and polar caps, dust storms, evaporation or freezing of the seas and the atmosphere)
  • Climate and surface generation of "lying on its side" planets (like Uranus)
  • The planets floating in the interstellar space (planemo)
  • Modeling of 2D gas dynamics of the atmosphere on the GPU
  • Modeling the tectonics and evolution of planets
  • Simulation of the collision, tidal or artificial destruction of the planets, formation of the asteroid belt and the dust disk around the sun, its further evolution
  • Modeling the evolution of the planetary system when the sun goes in the red giant phase
  • Simulation of destruction of the planetary system in a supernova explosion
  • Improved modeling of the structure of the planetary system, taking into account migration of the planets, resonances, high ellipticity and inclination of orbits
  • Different types of clouds, multiple layers
  • New classes of planets, binding to astrophysics, geology and geochemistry
  • New classes of surfaces
  • Linear and radial structures (rivers, grooves, scarps)
  • Checking of collisions with the surface
  • Fixing of bugs with ellipsoidal planets
  • Asteroid belts and comet clouds
  • Underwater World
  • Different types of hydrosphere (water, methane, lava sea, etc.)
  • Different types of terrain in different places
  • Animated aurora
  • Asteroids
  • Comets with an animated tail
  • Evaporating planets with an animated tail
  • Planets, tidal locked to their suns
  • Ocean worlds
  • Ice worlds with hydrocarbons oceans (titans)
  • Brown dwarfs
  • Lights of the night side (hot planets, lava, cities)

Gameplay:
  • Server database (work in progress)
  • Network system
  • Spaceship builder with physical testing of construction
  • Cockpit devices: orbital transfer calculator, hyperflight calculator, programmable autopilot, etc.
  • Docking system, remote control of units
  • Economics, harvesting of resources, refueling, building, etc
  • Weapons, combat system
  • Giant alien astroengineering constructions
  • Destruction of spaceships and buildings (modelling of thousands of fragments on the GPU), animation of explosions (gas dynamics simulation on GPU(?))
  • Advanced physics: jet propulsion, aerodynamics and hydrodynamics
  • Procedural life
  • Procedural civilizations
  • Local database
  • Loading of models (spaceships, buildings, etc.)
  • Internal structure of ships and buildings (indoor-engine)
  • Physics: collision detection, newtonian mechanics
  • Space physics: gravity forces, orbital flight, hyperdrive

[LIST UPDATED ON 14 December 2015]
 
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Hornblower
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SpaceEngine TODO

24 Nov 2016 06:35

When you get around to making volumetric planetary rings, be sure to implement things like propellers
Image
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Solaris_
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SpaceEngine TODO

25 Nov 2016 02:35

I hope SpaceEngine could be optimized better in the next version.
There are some frameskips or even crashes during my computer is running SE (especially when I got into the places with many objects there)
:(
 
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Andromeda
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SpaceEngine TODO

14 Jan 2017 09:14

You may want to update the list since the green items have already been added :)
EDIT: Planemo have also been added.
 
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Quadro
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SpaceEngine TODO

29 Jan 2017 07:57

Modeling of 2D gas dynamics of the atmosphere on the GPU
This feature can be implemented, actually. But not without a good amount of machine-learning approximation.
Too many words.
Too little sense.
 
aaronth07
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SpaceEngine TODO

02 Feb 2017 08:44

Cannot wait for Procedural life and Procedural civilizations.
 
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DoctorOfSpace
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SpaceEngine TODO

02 Feb 2017 15:31

aaronth07 wrote:
Source of the post Cannot wait for Procedural life and Procedural civilizations.

I've been waiting for 5 years, its gonna be a long wait :)
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Quarior
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SpaceEngine TODO

03 Feb 2017 02:14

SpaceEngineer wrote:
Source of the post Anyway, I should note: as long as SE is a scientifically accurate Universe simulator, then one day it will implement ALL space objects and phenomenon that are known to modern astronomy (if this would be possible to implement on the personal computers). So you may not bother yourself with questions like "will SE one day have meteor rain implemented". I guarantee that it WILL.

When you said this, it is planned to simulate the light ? That is to say if one is at 1 astronomical unit of an object, one sees the object how it was it has about 9 minutes.
Even the Big Bang ?
Good luck to implement it if yes.
DoctorOfSpace wrote:
Source of the post I've been waiting for 5 years, its gonna be a long wait

I think it will be soon with the new surface layers even if we will not be able to enter the buildings because it will probably use a bump map as the surface so there will be no bridges and structure with space under it at the moment.
 
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Roswell
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SpaceEngine TODO

08 Mar 2017 20:19

  • Server database (work in progress)
  • Network system
  • Spaceship builder with physical testing of construction
  • Cockpit devices: orbital transfer calculator, hyperflight calculator, programmable autopilot, etc.
  • Docking system, remote control of units
  • Economics, harvesting of resources, refueling, building, etc
  • Weapons, combat system
  • Giant alien astroengineering constructions
  • Destruction of spaceships and buildings (modelling of thousands of fragments on the GPU), animation of explosions (gas dynamics simulation on GPU(?))
  • Advanced physics: jet propulsion, aerodynamics and hydrodynamics
  • Procedural life
  • Procedural civilizations
  • Local database
  • Loading of models (spaceships, buildings, etc.)
  • Internal structure of ships and buildings (indoor-engine)
  • Physics: collision detection, newtonian mechanics
  • Space physics: gravity forces, orbital flight, hyperdrive

Why you need the network and making the ugly game like the combat -_- I prefer no combat nor network. I Only playing without the stupid network because if ever I lost my internet I can't play.  I prefer to explore in peace. :x
 
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Salvo
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SpaceEngine TODO

09 Mar 2017 04:19

Roswell wrote:
Why you need the network and making the ugly game like the combat -_- I prefer no combat nor network. I Only playing without the stupid network because if ever I lost my internet I can't play.  I prefer to explore in peace. :x

It means that these features will be possible to be implemented in an eventual game, not that SpaceEngine's planetarium will use them. I think the planetarium will just have a server to automatically download exoplanet/catalog data and share discoveries though internet, but that's just my supposition, maybe it will be present in the code but not used.
The universe is not required to be in perfect harmony with human ambition.

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MrZoolook
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SpaceEngine TODO

09 Mar 2017 05:52

DoctorOfSpace wrote:
aaronth07 wrote:
Source of the post Cannot wait for Procedural life and Procedural civilizations.

I've been waiting for 5 years, its gonna be a long wait :)

Maybe a few million years before we see stuff walking around?
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Roswell
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SpaceEngine TODO

09 Mar 2017 10:53

Salvo wrote:
It means that these features will be possible to be implemented in an eventual game, not that SpaceEngine's planetarium will use them. I think the planetarium will just have a server to automatically download exoplanet/catalog data and share discoveries though internet, but that's just my supposition, maybe it will be present in the code but not used.

It is not the solution to put the "network" just to oblige me to have the internet instead of playing peacefully without using the internet. I found that the version 0.980 was good, I love creating new planets, even if I have problems with the internet, I continue to play my game. For version 0.981 the planetarium is not made to put Network, because without internet I can no longer play. It's going to be your fault at 100%
 
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Mosfet
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SpaceEngine TODO

09 Mar 2017 15:43

Roswell,
What Salvo said is that you probably won't need to use "network" for playing with Space Engine exactly like you do now, because Planetarium function will work the same.
Maybe you don't know it, but there are hundreds of programs with network features that perfectly work in off-line mode.
So if you have a doubt, could you please simply ask about it?
Roswell wrote:
Source of the post  to oblige me

Roswell wrote:
Source of the post It's going to be your fault at 100%

Noted.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
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Roswell
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SpaceEngine TODO

09 Mar 2017 17:45

Mosfet wrote:
Roswell,
What Salvo said is that you probably won't need to use "network" for playing with Space Engine exactly like you do now, because Planetarium function will work the same.
Maybe you don't know it, but there are hundreds of programs with network features that perfectly work in off-line mode.
So if you have a doubt, could you please simply ask about it?
Roswell wrote:
Source of the post  to oblige me

Roswell wrote:
Source of the post It's going to be your fault at 100%

Noted.

I'm sorry I didn't notice his message with "not that SpaceEngine's planetarium will use them", next time I will read, If ever I don't understand or misunderstand I'll read back until I understand what do you mean. but thanks I'm sorry for my frastration. :/
 
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Salvo
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SpaceEngine TODO

13 Mar 2017 04:10

Anyway, I second your troubles with network. Most recent AAA games (like GTA V, etc.) require an internet connection to play even if the game is not fully network based. This is to avoid the game to be cracked, but still I can see that most of them have been cracked anyway even with this kind of protections. Usually developer tends to take internet connection as granted while there are a lot of users (just in this forum there are many) with serious network issues.

For example I can't play GTA 5 longer than a month because of new updates. They weight from 500 to 2000 MBs, and the launcher has the worst optimized netcode I ever found in a software. As soon as I start downloading them, any other thing I (and my parents) wants to do on the internet becomes impossible, and, if that was not enough, sometimes the connection drops and you need to start all over again. I don't know if it's because it has a sort of certification method that uploads data while downloading, but it makes me incredibly angry everytime I try to download any of them. This is basically why I also hate networking in games.

But I guess I better stop here since I don't want to go too much off-topic. :)
The universe is not required to be in perfect harmony with human ambition.

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