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Work progress - 0.9.9.0

29 Oct 2016 07:30

Moderator Note: This thread is for developer posts and commentary about those posts. Off-topic posts (like suggestions and questions that are not DIRECTLY related to the dev posts) will be deleted without warning.



Full changelog for 0.9.8.1 (23 Jun 2017)



Changes:
- Support of Oculus CV1 and HTC Vive with controllers
- Ability to bind a change of stereobase on keys and gamepad/joystick buttons
- Different mirror modes in VR, with ability to capture video from the main window
- Removed the "Auto velocity" button
- Planet/moon star-like particle is now rendered on the body's crescent rather than in its center
- Joystick/controller bindings are saved to its own config file
- Improvements in scenario scripting system - new commands and tags
- Parsing of SpaceEngine executable's command line parameters - ability to run a script file by double-clicking on it
- Ability to replace model of a certain galaxy or nebula with a custom shader effect using a special script
- Raymarched galaxies and nebulae (WIP)
- Hi-quality (bicubic) upsampling for rendering of volumetrics (galaxies, nebulae, comet tails, aurora)
- New hi-resolution fonts
- New main menu design, the main menu texture no more needed
- New type of object - the waypoint, used in the scripts, works with autopilot
- Built-in tutorials, based on a scenario scripts (WIP)
- Added ambient lighting to planets in the Map mode
- Automatic adjust of the amount of visible object in the Map mode
- Upgraded Solar system chart: comparison of bodies by diameter, mass, density, temperature, and a "2D system map" mode
- Added a button "Goto" to the Solar system browser
- Clouds on gas giants and emission textures on stars cannot be switched of
- Going to the saved location adds it to the journey log
- Updated loading splash window and loading screen
- Quotes on loading splash window
- Click on a planet/star disk selects it
- Improved performance of the envmap rendering
- Mouse cursor is captured in screenshots/video in "record with GUI" mode
- Mouse cursor hides itself after 2 seconds of inactive
- Mouse cursor in VR with VR controllers is only visible over GUI
- Introduced mass of a ship modules and thrust of an engine modules, recalculated total mass and thrust of all default ships
- Updated ship editor
- Updated video capture dialog
- Spline paths for scripted flybys, editor, integration to scripts and video capture system
- Updated close-up noise effect of rings
- Introduced new parameters for the planets scripts: SemiMajorAxisKm, PericenterDistKm, PeriodDays, MassKg
- Complete list of moons of all Solar system's gas giants
- Character '|' in planet name in script replaced with '/' in SpaceEngine's interface (useful for names such as "S/2006 S1")
- Character '&' in planet name in script did not printed in SpaceEngine's interface (useful to solve name conflicts with real objects)
- Opposition effect increases analytic brightness of a moon or planet, thus affects lighting
- The "rings winter" effect for Saturn and procedural planets
- New system for sharing locations: se:// url
- Updated the Locations dialog - options to copy and paste a location code or url to/from the clipboard
- The Player settings dialog has a button to register se:// protocol in your system to be able to open se:// url with SE (administrator right required!)
- Uncontrollable space ships on a pre-defined orbits
- Displaying of orbital resonances with neighbouring bodies in the planet Wiki
- Catalog planet bulk density is considered when assigning a class to it (if both mass and radius are known)
- Updated exoplanet catalog, planets with mass > 13 Mj are treated as brown dwarfs
- Some brown dwarfs in the catalog were re-classified as a planemo (rogue planets)
- Planemo could have a dwarf-like spectral class (M9.5P, L7P, etc)
- Introduced bolometric luminosity for catalog stars, this fixed temperature on known exoplanets
- Fixed discontinuities in the fish eye/cylindrical/cubemap projection
- Completed hight-dynamic range rendering with autoexposure
- Proper surface brightness of all space objects
- New bloom effect
- Tone-correct resolving of MSAA buffers (fixed MSAA on bright edges)
- Limited tidal heating of moons
- Parameter RadiusInfo added to planet scrips, similar to OblatenessInfo for objects with a global shape defined by elevation map data
- New settings menu, combining old player, magnitude, filters, graphics, display, and sound settings
- Advanced configurable post-processing effects
- Pseudo lens flare post-effect
- Optimized lens flare rendering performance
- Lens flares are disappearing smoothly below horizon or behind occluders
- New textures for Moon (Klud) and Phobos (HarbingerDawn)
- Camera clips at ocean surface if moved faster than 1 km/s, diving is possible at lower speeds
- Better controls in the Chart mode
- Reduced texture aliasing on stars
- Added asteroid and KBO types for info table and Wiki
- Ships are separated from Planetarium and moved into Single player game mode
- New locations browser, turned into load/save menu with locations previews
- Hold altitude command while landing starts takeoff sequence
- Thin dust rings around procedural planets like Saturn's E ring
- Uranus-like narrow rings around procedural planets
- Updated impostors system for galaxy/nebula rendering
- Editor for raymarched nebula
- Fully customizable shader for raymarched nebulae: config file describes parameters/uniforms, witch automatically added to the shader, editor and scripts
- When the Solar System Browser is opened and user selects a new star system and presses F2, the Solar System Browser updates the planets table instead of closing itself
- Context menu point "Browse planetary system" opens the Solar System Browser on a currently selected object's hierarchy level
- Number of eclipse shadows per planet increased to 8

Bugfixes:
- Fixed bug with not initialized user name in the user settings menu at startup
- Fixed flipped sign of declination labels on the equatorial grid
- Fixed issues in main menu in 3D modes
- Fixed back with inability to open a toolbar
- Fixed incorrect initializing of orbital point markers mode
- Fixed too bright planets/moons on a previews in the Solar System browser
- Fixed some errors in catalogs
- Fixed "blackout" bug
- Fixed disappearing of a planet when camera is in it's shadow and planet is unselected
- Fixed bug with wrong calculating of barycenter mass of Sagittarius A* and other supermassive black hole systems
- Fixed bug with cached shader caches when disabling detail textures
- Fixed bug with saving the rebuilt atlas.cfg to incorrect folder
- Fixed non-initialized object info in the Journey log
- Fixed a bug with disappearing of lens flares near a surface of a planet
- Fixed discontinuity in lighting on asteroids
- Fixed bug with lighting of a night side of tidally locked planets with opaque clouds
- Fixed z-fighting of clouds on gas giants
- Fixed redundant lines in stars motion blur
- Fixed some errors in the planet script exporting
- Fixed issues with camera rotation on a window resolutions larger than screen resolution
- Fixed inclinations of procedural outer moons of gas giants
- Fixed a crash when rendering a ship module with a detail diffuse texture, but without a main diffuse texture
- Fixed saving of a ship's cfg file into '#' folder
- If music player was stopped, it will not resume after entering the main menu or minimizing and restoring of the SE window
- Fixed incorrect orientation of a planet rotation axis defined by PoleRA/PoleDec
- Fixed incorrect rotation of the Sun
- Fixed Wiki database import function
- Fixed depth of labels in VR mode
- Fixed some bugs in the script parser
 
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Re: Work progress - 0.9.8.1

02 Nov 2016 10:21

(reserved)
 
Duke
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Re: Work progress - 0.9.8.1

02 Nov 2016 14:05

This is a copy of my post from the previous forum.
Supernovae really will expand and dissipate over time. Similarly itself in this regard will lead a catalog and procedural supernovae. Also I hope it will be possible to adapt the previous texture mods for this method. In close range nebulae looks like this: 
Image
Image
Image
Image
Image
Still need a lot of work to optimize and improve this method, as well as the addition of new types of space objects.
 
Inarius
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Re: Work progress - 0.9.8.1

03 Nov 2016 01:37

@Duke : I'm not sure to understand, with what did you do these images ? (very nice, btw)

Second question , when you say "Supernovae really will expand and dissipate over time" it means that the universe in SE would be "living". It's not what i thought Space Engine was.
 
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Re: Work progress - 0.9.8.1

03 Nov 2016 01:40

Inarius wrote:
 it means that the universe in SE would be "living". It's not what i thought Space Engine was.

Maybe universe in SE will be living in future, and this is the first step!
There are two problems with new nebulae models. They are blury inside, and they look strange in galaxies. Nebulas do not blend in SE.
 
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Solaris_
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Re: Work progress - 0.9.8.1

03 Nov 2016 05:35

Will the volumetric clouds(which appears on the planets) be like this?
 
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Re: Work progress - 0.9.8.1

03 Nov 2016 05:36

Yes, 3D clouds also will be implemented using raymarching.
 
Duke
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Re: Work progress - 0.9.8.1

03 Nov 2016 14:01

Inarius wrote:
I'm not sure to understand, with what did you do these images ?

This images was made with new volumetric shaders in SE (http://en.spaceengine.org/forum/21-3498 ... 1475960727).
Inarius wrote:
Second question , when you say "Supernovae really will expand and dissipate over time" it means that the universe in SE would be "living". It's not what i thought Space Engine was.

Yes, [font=Roboto, sans-serif]SE would be "living" someday.[/font]
 
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Re: Work progress - 0.9.8.1

03 Nov 2016 22:45

Duke wrote:
Inarius wrote:
I'm not sure to understand, with what did you do these images ?

This images was made with new volumetric shaders in SE (http://en.spaceengine.org/forum/21-3498 ... 1475960727).
Inarius wrote:
Second question , when you say "Supernovae really will expand and dissipate over time" it means that the universe in SE would be "living". It's not what i thought Space Engine was.

Yes, [font=Roboto, sans-serif]SE would be "living" someday.[/font]

There goes any ability to run future versions of SE on my laptop :lol:

Regardless I look forward to it and keep up the great work guys! :)
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
 
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Re: Work progress - 0.9.8.1

04 Nov 2016 12:46

Hello guys :) greetings from germany ^^

I'm a little bit confused about the development progress. So there will be everything we can see on the screenshots from "Duke" in 0.9.8.1?
Also can we hope it will be released before holiday? That would be really awesome ^^

Thanks to all developers on this project :)
 
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Re: Work progress - 0.9.8.1

04 Nov 2016 12:54

Knochey wrote:
Hello guys :) greetings from germany ^^

I'm a little bit confused about the development progress. So there will be everything we can see on the screenshots from "Duke" in 0.9.8.1?
Also can we hope it will be released before holiday? That would be really awesome ^^

Thanks to all developers on this project :)

Yes, Duke's nebula are in 0.9.8.1! And just as an FYI, there's only really one developer: Vladimir
"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
 
Knochey
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Re: Work progress - 0.9.8.1

04 Nov 2016 13:31

Hornblower wrote:
Knochey wrote:
Hello guys :) greetings from germany ^^

I'm a little bit confused about the development progress. So there will be everything we can see on the screenshots from "Duke" in 0.9.8.1?
Also can we hope it will be released before holiday? That would be really awesome ^^

Thanks to all developers on this project :)

Yes, Duke's nebula are in 0.9.8.1! And just as an FYI, there's only really one developer: Vladimir

Thanks for the answer :)
 
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Re: Work progress - 0.9.8.1

07 Nov 2016 10:02

I have a question : Do you plan to add a "CityLightsMap" or "GlowMapN" (N : Number of map) on Surface tag (for modding, I don't know if it is plan for procedural for the moment). I told this idea because if you make a planet with procedural modded area but we want to keep the light of volcanoes, it would be really convenient to add this.
Example :
Planet "Earth"
{
 ParentBody     "Earth-Moon"
 Class        "Terra"
 Mass            1
 Radius          6378.14
 InertiaMoment   0.33518
 Oblateness      0.00335
 RotationPeriod  23.9345
 RotationOffset  -79.5
 Obliquity       23.4393
 EqAscendNode    180
 Precession      25592
 AlbedoBond      0.306
 AlbedoGeom      0.367
 Brightness      1.4
 Color          (0.850 0.850 1.000)
 Life
 {
  Class   "Organic"
  Type    "Multicellular"
  Biome   "Marine/Terrestrial"
 }
 Surface
 {
  DiffMap        "Earth/Surface-PBC"
  DiffTileSize    258
  DiffTileBorder  1
  BumpMap        "Earth/Bump-PBC"
  BumpTileSize    258
  BumpTileBorder  1
  GlowMap        "Earth/Lights-HD"
  GlowTileSize    258
  GlowTileBorder  1
  GlowMap2        "Earth/Volcanos"
  GlowTileSize2    258
  GlowTileBorder2  1
  BumpHeight      19.475
  BumpOffset      10.896
  DiffMapAlpha   "Water"
  SpecBrightWater 0.35
  SpecBrightIce   0
  SpecularPower   55
  Hapke           0
  SpotBright      4
  SpotWidth       0.05
  DayAmbient      0.07
 }
 Clouds
 {
  DiffMap        "Earth/Clouds-SE"
  DiffTileSize    258
  DiffTileBorder  1
  BumpMap        "Earth/Clouds-SE"
  BumpTileSize    258
  BumpTileBorder  1
  Height          9
  Velocity        100
  BumpHeight      2.5
  Hapke           0.2
  SpotBright      2
  SpotWidth       0.15
  DayAmbient      3
  mainFreq        0.8305
  mainOctaves     10
  Coverage        0.356904
  stripeZones     1.57903
  stripeTwist     0
 }
 Ocean
 {
  Height          10.896
  Hapke           0
  SpotBright      2
  SpotWidth       0.15
  DayAmbient      2
 }
 NoLava          true
 Atmosphere
 {
  Model          "Earth"
  Height          60
  Density         1.2929
  Pressure        1
  Greenhouse      33
  Bright          10
  Opacity         1
  SkyLight        3
  Hue             0
  Saturation      1
  Composition
  {
   N2     77.7729
   O2     20.8625
   Ar     0.9303
   H2O    0.4
   CO2    0.0398
  }
 }
 Aurora
 {
  Height      100
  NorthLat    82
  NorthLon    -113
  NorthRadius 2500
  NorthWidth  600
  NorthRings  3
  NorthBright 0.3
  NorthParticles 50000
  SouthLat    -63
  SouthLon    138
  SouthRadius 2000
  SouthWidth  600
  SouthRings  3
  SouthBright 0.3
  SouthParticles 50000
  TopColor    (0.500 0.500 0.500)
  BottomColor (0.000 1.000 0.000)
 }
 NoRings         true
 NoAccretionDisk true
 NoCometTail     true
 Orbit
 {
  RefPlane        "Ecliptic"
  SemiMajorAxis   3.16102e-005
  Period          0.0748042
  Eccentricity    0.0549
  Inclination     5.15
  AscendingNode   125.08
  ArgOfPericenter 138.15
  MeanAnomaly     135.27
 }
}


Otherwise another form :
Planet "Test planet"
{
  ParentBody "Test star"
 Mass 1
 Radius 6732.28
 Surface
 {
  Glow //For volcanos
  {
   Mode "Permanent"
  }
  Glow
  {
    Texture "Test/City-Lights"
    TileSize 256
    TileSizeBorder 1
    Mode "Night"
  }
 }
 Clouds { } //Procedural clouds
 Clouds
{
  Height 11.47
  DiffMap "Test/City-floaters-Diff"
  DiffMapAlpha "Transp"
  BumpMap "Test/City-floaters-Bump"
  BumpOffset 0
  BumpHeight 4.257
  Glow
  {
    Texture "Test/City-floaters-lights-blue"
    Mode "Night"
  }
  Glow
  {
    Texture "Test/City-floaters-lights-red"
    Mode "Night"
  }
 }
 Orbit
 {
  RefPlane "Equator"   
  Period 1 
 }
}

I hope you understand and good luck.
 
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Work progress - 0.9.8.1

09 Nov 2016 01:56

Quarior wrote:
Source of the post I have a question : Do you plan to add a "CityLightsMap" or "GlowMapN" (N : Number of map) on Surface tag (for modding, I don't know if it is plan for procedural for the moment). I told this idea because if you make a planet with procedural modded area but we want to keep the light of volcanoes, it would be really convenient to add this.


A single glow map can have all kind of lights simultaneously (volcano/thermal, city, and permanent). The alpha channel of each pixel specifies which kind of light is in that pixel.

0.0-0.33 = night light (switched off at a daytime),
0.34-0.66 = permanent (don't switched),
0.67-1.0 = thermal (RGB is temperature, see below).

Obviously, you can't have city inside volcano, so this works. You must specify GlowMode “Alpha” in the Surface { } tag in the planet script to use this kind of glow texture.

Using thermal map it tricky for modding, because the temperature must be encoded in RGB channels as a 24-bit integer. SpaceEngine calculates color based on this temperature value and heating by the sun (significant for hot planets). You can simply use permanent lights for volcanoes for now (like this done for Io).

All this is about a planets with a custom textures. You can't use procedural textures for city lights, because they are not implemented. Of course you can modify the texture generator shaders, but you still can't assign a specific shader to each planet layer/texture.
 
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Quarior
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Work progress - 0.9.8.1

09 Nov 2016 04:45

SpaceEngineer wrote:
Quarior wrote:
Source of the post I have a question : Do you plan to add a "CityLightsMap" or "GlowMapN" (N : Number of map) on Surface tag (for modding, I don't know if it is plan for procedural for the moment). I told this idea because if you make a planet with procedural modded area but we want to keep the light of volcanoes, it would be really convenient to add this.


A single glow map can have all kind of lights simultaneously (volcano/thermal, city, and permanent). The alpha channel of each pixel specifies which kind of light is in that pixel.

0.0-0.33 = night light (switched off at a daytime),
0.34-0.66 = permanent (don't switched),
0.67-1.0 = thermal (RGB is temperature, see below).

Obviously, you can't have city inside volcano, so this works. You must specify GlowMode “Alpha” in the Surface { } tag in the planet script to use this kind of glow texture.

Using thermal map it tricky for modding, because the temperature must be encoded in RGB channels as a 24-bit integer. SpaceEngine calculates color based on this temperature value and heating by the sun (significant for hot planets). You can simply use permanent lights for volcanoes for now (like this done for Io).

All this is about a planets with a custom textures. You can't use procedural textures for city lights, because they are not implemented. Of course you can modify the texture generator shaders, but you still can't assign a specific shader to each planet layer/texture.

I didn't know that we could do like this, I'll have to try (in Photoshop, it is Alphamask the channel I presumed) and I am not yet ready to modify the shaders.
Otherwise, I found a mistake :

SpaceEngineer wrote:
Parsing of SepceEngine executable's command line parameters - ability to run a script file by double clicking on it

It is Space Engine I think. And files sc, sss, cfg will still be taken care of with the new extension se or will have to be converted this files to se extension ?
According to the post, the software for the creation of the ships will also have an update :) .
According to the planned changelog, the functional wormholes and waves (3D liquid) will not be in this version :( . But already, this update will be enormous :) .
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