Ultimate space simulation software

 
Khorrah
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27 Feb 2021 00:24

Roy wrote:
Wanna see J1407b

That would be insane, also I would like to see Uranus and Neptune's 
 
Roy
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27 Feb 2021 07:05

Khorrah wrote:
also I would like to see Uranus and Neptune's

You lol, they are already there.
 
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FastFourierTransform
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27 Feb 2021 10:25

SpaceEngineer wrote:
Source of the post Bunch of a new screenshots.

What and outstanding job Vladimir. This code is a piece of art. There are many things that might be of interest here that I don't know where to start. Kudos to you and the entire SE team.
 
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SpaceEngineer
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27 Feb 2021 12:12

Rings shader doesn't uses doubles, it uses emulation through two floats.
 
Khorrah
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27 Feb 2021 15:09

Roy wrote:
Khorrah wrote:
also I would like to see Uranus and Neptune's

You lol, they are already there.

I meant their rings xD
 
Roy
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27 Feb 2021 16:32

Khorrah wrote:
Roy wrote:
Khorrah wrote:
also I would like to see Uranus and Neptune's

You lol, they are already there.

I meant their rings xD

Once again I tell ya "U LOL". Because:
viewtopic.php?t=536&start=135#p35942
 
Khorrah
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27 Feb 2021 17:43

Roy wrote:
Khorrah wrote:
Roy wrote:
You lol, they are already there.

I meant their rings xD

Once again I tell ya "U LOL". Because:
viewtopic.php?t=536&start=135#p35942

I DIDN't SAW THEM SORRY LOL they look beautiful ♥ 
 
A-L-E-X
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28 Feb 2021 00:35

FastFourierTransform wrote:
SpaceEngineer wrote:
Source of the post Bunch of a new screenshots.

What and outstanding job Vladimir. This code is a piece of art. There are many things that might be of interest here that I don't know where to start. Kudos to you and the entire SE team.

This is a dream come true!  I wonder if it would be possible to ring "jump" from rock/particle to rock/particle?  That sounds like a fun game within the game!  I cant wait to see what the highly complex rings of Saturn look like with the shepherding moons and ringlets crossing each other and all that.I remember seeing the photographs from Cassini and this looks even better than that especially since it is immersive!
 
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ettore_bilbo
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28 Feb 2021 07:27

SpaceEngineer wrote:
Source of the post Bunch of a new screenshots.

wow!!!
 
vlad01
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28 Feb 2021 22:43

SpaceEngineer wrote:
Rings shader doesn't uses doubles, it uses emulation through two floats.

Ah got it.  So doubling up on FP32s and not native FP64.
Does it take twice a long to compute like this compared to normal single FP32 operations?
 
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SpaceEngineer
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01 Mar 2021 11:20

Yes, performance is almost halved by using emulated FP64.
 
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evildrganymede
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01 Mar 2021 17:22

Sounds like another good reason to keep the rings as thin as possible  (10-20m rather than 100s-1000s of m)
 
vlad01
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01 Mar 2021 18:51

SpaceEngineer wrote:
Yes, performance is almost halved by using emulated FP64.

Still a lot faster than native FP64 since that is 1:64 rate on nvidia and a still slow 1:16 rate on AMD. 
 
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HarbingerDawn
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02 Mar 2021 00:56

evildrganymede wrote:
Sounds like another good reason to keep the rings as thin as possible  (10-20m rather than 100s-1000s of m)

No, thin rings are the problem, because then you have to make the particles smaller, which causes the aforementioned precision issues and requires fading out the particle rendering at a closer distance to avoid a massive performance hit (since there are way more particles).
Ryzen 7 3700X, 64 GB DDR4-3200 RAM, GTX 1080 Ti 11 GB VRAM
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evildrganymede
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03 Mar 2021 15:20

could something like fog be used to simulate the effect of smaller particles? we don't really need to model every particle down to the centimetre scale (and smaller) here!

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