I recall you only saying that they'd be extremely difficult, not that it wasn't going to happen.
I recall you only saying that they'd be extremely difficult, not that it wasn't going to happen.
Fair enough, sorry about that. I just remember you saying something along the lines of them being incredibly difficult. If you could get them in though, I'd eat my hat. That'd be amazing! Perhaps a 1.0 feature? Anyhow this is getting off topic. I've been hesitant to post because I think we should turn the discussion back towards 0.9.9.0 specific things.
Yes. First discovered planets was discovered near a neutron star! This was surprising. They hypothesized to be a second-generation planets, formed from debris disk around the dead star.
Those planets were rocky too, right? Anyway, this whole thing just sounds awesome.Yes. First discovered planets was discovered near a neutron star! This was surprising. They hypothesized to be a second-generation planets, formed from debris disk around the dead star.
Working on Solar system textures. Cubemap tool was updated to support SE 0.990 texture format (256x256, with 2 pixel-wide border inside the tile). It also was made 64-bit and multithreaded, to speedup conversion process. Some textures, for which I have source. are converted directly, some updated/patched to fix problems, some was merged back from tiles and converted again. Some textures was replaced with better ones. This process is not quick, I already spent 3 weeks on it. So far, Saturn satellites, Triton and Pluto system are left:
Well fiddle me spoons, x64? That's great! Thanks for sharing progress. I love it.Working on Solar system textures. Cubemap tool was updated to support SE 0.990 texture format (256x256, with 2 pixel-wide border inside the tile). It also was made 64-bit and multithreaded, to speedup conversion process. Some textures, for which I have source. are converted directly, some updated/patched to fix problems, some was merged back from tiles and converted again. Some textures was replaced with better ones. This process is not quick, I already spent 3 weeks on it. So far, Saturn satellites, Triton and Pluto system are left:
sst.png
As a bonus, I ported SpaceEngine to x64 - this was surprisingly easy, because I developed the code from the beginning in a right manner, keeping in mind future porting. In fact, I spent one evening on recompiling third-party libraries to x64, and one-two days fixing issues in SE. So now SE is not limited by 4 GB of RAM, bur is able to use any amount, available in the system (and even more, because Windows features "virtual memory"). Beta testers successfully pushed it to limits, by rendering screenshots with millions of stars: SE occupied up to 30 GB of RAM in these experiments, and still not crash.
That gives me hopeWorking on Solar system textures. Cubemap tool was updated to support SE 0.990 texture format (256x256, with 2 pixel-wide border inside the tile). It also was made 64-bit and multithreaded, to speedup conversion process. Some textures, for which I have source. are converted directly, some updated/patched to fix problems, some was merged back from tiles and converted again. Some textures was replaced with better ones. This process is not quick, I already spent 3 weeks on it. So far, Saturn satellites, Triton and Pluto system are left:
sst.png
As a bonus, I ported SpaceEngine to x64 - this was surprisingly easy, because I developed the code from the beginning in a right manner, keeping in mind future porting. In fact, I spent one evening on recompiling third-party libraries to x64, and one-two days fixing issues in SE. So now SE is not limited by 4 GB of RAM, bur is able to use any amount, available in the system (and even more, because Windows features "virtual memory"). Beta testers successfully pushed it to limits, by rendering screenshots with millions of stars: SE occupied up to 30 GB of RAM in these experiments, and still not crash.
So better performance? Unless I get a gaming laptop.Installer is not needed, SE will be installed by Steam.
And yes, there is a paaemeter in the config which limits RAM usage.
super bonus!!!As a bonus, I ported SpaceEngine to x64 - this was surprisingly easy, because I developed the code from the beginning in a right manner, keeping in mind future porting. In fact, I spent one evening on recompiling third-party libraries to x64, and one-two days fixing issues in SE. So now SE is not limited by 4 GB of RAM