Ultimate space simulation software

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by SpaceEngineer
15 Jun 2021 15:29
Forum: General Discussions
Topic: Physical simulation of the space engine
Replies: 30
Views: 9423

Physical simulation of the space engine

It is a very good approximation based on general relativity solution :) More specifically, it is approximation of Schwarzschild black hole potential  by Paczynski and Wiita (1980): F = -G * M / (R - Rg) 2 It is not a Kerr metric approximation, so spin is ignored. We still didn't find easy to impleme...
by SpaceEngineer
15 Jun 2021 15:24
Forum: General Discussions
Topic: Obscure commands that do seemingly nothing
Replies: 2
Views: 129

Obscure commands that do seemingly nothing

You don't need them, those are debug variables.
by SpaceEngineer
11 Jun 2021 13:25
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

3D rings public beta! http://spaceengine.org/news/blog210611/ - Added volumetric 3D planetary rings - Updated exoplanet catalog (June 03, 2021) - Support for blackbody thermal glow and temperature maps for spaceships (accurate radiator glow appearance) - FXAA smooths alpha channel in screenshots and...
by SpaceEngineer
10 Jun 2021 09:03
Forum: Mods and Addons
Topic: Celestia Origin Textures in Space Engine
Replies: 5
Views: 520

Celestia Origin Textures in Space Engine

SE textures (HD addon) is anyway better, has higher resolution, and supports 3D terrain.
by SpaceEngineer
06 Jun 2021 12:53
Forum: Mods and Addons
Topic: Mods and Addons - Requests, suggestions and ideas
Replies: 425
Views: 150409

Mods and Addons - Requests, suggestions and ideas

36610 The SE blog post from May 2018 (http://spaceengine.org/news/blog180521/) told, that it would be possible to turn on/off individual (!) constellations via scripting. Even lines, boundaries and labels could be controlled individually per constellation. I made a lot of tries with script commands...
by SpaceEngineer
05 Jun 2021 06:35
Forum: News and Announcements
Topic: Website news
Replies: 43
Views: 22490

Website news

Ongoing work on migrating to SSL (https://). Some glitches are possible, don't panic :)
by SpaceEngineer
04 Apr 2021 09:02
Forum: News and Announcements
Topic: Publications about SE
Replies: 26
Views: 22029

Publications about SE

Wow, nice work, and congratulations with a new discovery! I am still far from implementing of a whole GAIA catalog support. Athough I think that SE will not use all 2 billion stars, because it can render only stars with a good parallax, luminocity and color data. What I need to implement (aside from...
by SpaceEngineer
16 Mar 2021 15:06
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

Messier wrote:
Qr Bbpost How's progress going on the 3D clouds?

No progress since Summer, we are focused on 3D rings now. As you can see, atmospheric scattering does not affects clouds, this is why new scattering code is needed.

scr00568.jpg

scr00570.jpg

scr00571.jpg
by SpaceEngineer
16 Mar 2021 14:50
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

Some side work with atmospheric acattering. I tried to implement alternative code, which performs scattering integration on-the-fly in the planet/sky shader, rather than use precomputed scattering tables (textures). It solves a lot of issues with artifacts and inability to change such paramters as a...
by SpaceEngineer
01 Mar 2021 11:20
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

Yes, performance is almost halved by using emulated FP64.
by SpaceEngineer
27 Feb 2021 12:12
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

Rings shader doesn't uses doubles, it uses emulation through two floats.
by SpaceEngineer
26 Feb 2021 15:09
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

Bunch of a new screenshots. Rock size and ring thickness varies across planets, but is at order of 10 meters in diameter and 100 meters thick. Smaller rocks still have some precision issues. Performance is in 40-60 fps at 1440p and rings rendering resolution 70% on RTX 2080 (and no, RTX is OFF, SE d...
by SpaceEngineer
16 Feb 2021 10:08
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

Brett001 wrote:
Qr Bbpost Can this programming technique be used to procedurally generate rocks and stones of different sizes on the surface of planets?

Yes, but they will have lower resolution than the terrain. So it's a bad idea.
by SpaceEngineer
15 Feb 2021 08:32
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

35850 Amazing work! However, I have a question: why you decided to go for ray-marching? Would it be possible to implement a similar effect in OpenGL via instanced rendering? This sounds like an obvious solution, and you must have thought about it, so what's the limitation? Yes, it can be do by inst...
by SpaceEngineer
15 Feb 2021 08:24
Forum: Development
Topic: Work progress 0.991
Replies: 196
Views: 63266

Work progress 0.991

Programing this is a truly amazing feat. Thank you, as always, for such an incredible job. I'm concerned with the mutual shadowing of the different objects in the rings. That might be a fundamental feature of such scenes in real life, but possibly a CPU killer and an imposible programing goal. I Ho...
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