Ultimate space simulation software

 
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Re: General suggestions for SpaceEngine

21 Apr 2023 12:07

It would be cool if we could see techno mic plate movement over long amounts of time, along with star and planet aging and formation and supernovae. It would also be cool do see star’s actually going around their galaxy. I also think we should have nebulas actually forming stars. I also have a solution for the low-res mapped objects, you could have procedural generation on earth and other mapped objects, but only up close. This will help add detail and complexity to mapped surfaces.
 
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Re: General suggestions for SpaceEngine

22 Apr 2023 00:58

It would be cool if we could see techno mic plate movement over long amounts of time, along with star and planet aging and formation and supernovae. It would also be cool do see star’s actually going around their galaxy. I also think we should have nebulas actually forming stars. ...
Wow. What kind of CPU do you have that could do all that? :o (Don't get me wrong, I'd love to see that, too, but...)

I'd like something perhaps a bit less ambitious but I think would make a great improvement in graphics: Ring light. As a light source over the terrain, of course. And in a similar vein, globular clusters casting light when at a reasonable distance.
990-00133.jpg
This would be so much nicer with the terrain lit up by the cluster.
 
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Re: General suggestions for SpaceEngine

28 Apr 2023 00:21

Copy the weight(/filter) system used for terrain samples, and paste it with modifications to use it for procedural distribution of atmosphere models, so our custom atmospheres can have a chance to spawn in the wild. Naturally Earth's atmosphere model would have the highest weight, and so forth.
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Re: General suggestions for SpaceEngine

15 May 2023 20:25

62 new moons were recently discovered around Saturn, bringing the total up to 145. these should definitely be added to SE at some point

https://skyandtelescope.org/astronomy-n ... lar-moons/
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Jellyman
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Flashing Pulsars

20 May 2023 20:54

Make pulsars spin and eject light beams from their poles. The planets Dragur, Poltergeist, and Phobetor orbit a pulsar and should be soaked in flashing light like a stellar lighthouse. This would occur at different speeds and angles depending on the pulsar:
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"We, as planetary scientists and astronomers, do not agree with the IAU's definition of a planet, nor will we use it. A better definition is needed."

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Re: General suggestions for SpaceEngine

12 Jul 2023 12:09

Apple Game Porting Toolkit

Have you thought about using it to port to macOS? I would love to use this fantastic tool
 
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Re: General suggestions for SpaceEngine

13 Jul 2023 04:18

SpaceEngine code uses OpenGL graphics API, which has been abandoned by Apple since a while, and as far as I know Apple Game Porting Toolkit is a way to bridge Apple's new proprietary graphics API, Metal, to games using Microsoft DirectX graphics API, which is not useful for SE.
A code rewrite is in the works to make SpaceEngine using Vulkan API, also ditched by Apple in favor of their own Metal API, which still makes a native macOS version of the program even farther in the future. Vulkan could be able to translate their API to Metal, but there's a gazillion things to do before even thinking about it.
In the meantime, it seems that SpaceEngine works really well in a stable Proton/GNU Linux emulation environment, because of its OpenGL API availability.
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Re: General suggestions for SpaceEngine

24 Jul 2023 16:22

SpaceEngine code uses OpenGL graphics API, which has been abandoned by Apple since a while, and as far as I know Apple Game Porting Toolkit is a way to bridge Apple's new proprietary graphics API, Metal, to games using Microsoft DirectX graphics API, which is not useful for SE.
A code rewrite is in the works to make SpaceEngine using Vulkan API, also ditched by Apple in favor of their own Metal API, which still makes a native macOS version of the program even farther in the future. Vulkan could be able to translate their API to Metal, but there's a gazillion things to do before even thinking about it.
In the meantime, it seems that SpaceEngine works really well in a stable Proton/GNU Linux emulation environment, because of its OpenGL API availability.
Thanks so much for the response! All good things to know. I’ll check out emulation
 
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Re: General suggestions for SpaceEngine

21 Aug 2023 14:41

Better generated galaxy distribution, if you look at the real galaxy clusters compared to the generated ones there are much more densely populated areas in that cluster. Also a great addition to galaxy generation is that the filaments between clusters resemble more of line shapes you see near the milky way. Although if its added to the game the entire universes generation might need to be overhaled so im not expecting this kind of accuracy anytime soon.
 
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Re: General suggestions for SpaceEngine

24 Aug 2023 18:46

Better generated galaxy distribution, if you look at the real galaxy clusters compared to the generated ones there are much more densely populated areas in that cluster. Also a great addition to galaxy generation is that the filaments between clusters resemble more of line shapes you see near the milky way. Although if its added to the game the entire universes generation might need to be overhaled so im not expecting this kind of accuracy anytime soon.
Can you show us your research that led you to conclude SE's generation isn't accurate?
[dah<500,26>dah<180,14>dah<180,21>dah<500,19>dah<180,26>dah<500,21>]
 
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Re: General suggestions for SpaceEngine

26 Aug 2023 01:32

Better generated galaxy distribution, if you look at the real galaxy clusters compared to the generated ones there are much more densely populated areas in that cluster. Also a great addition to galaxy generation is that the filaments between clusters resemble more of line shapes you see near the milky way. Although if its added to the game the entire universes generation might need to be overhaled so im not expecting this kind of accuracy anytime soon.
Can you show us your research that led you to conclude SE's generation isn't accurate?
There's no need of such research, galaxy distribution is not accurate, it's a known fact. The distribution does not take into account also galaxy clusters as there's not such kind of definition in the current engine. What we have is an emerging behavior caused by procedural distribution of galaxies I guess, still impressive. But surely it will be better characterized, in time.
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| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
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Re: General suggestions for SpaceEngine

17 Nov 2023 15:35

Is It possible to see, by enabling a program option, the names of the mountains and seas of the Moon ?
Thanks.
Luca
 
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Re: General suggestions for SpaceEngine

28 Dec 2023 03:11

Sometimes, I would use Space Engine to function as a desktop background wallpaper (for example, when i have music in the background). It would really be a nice addition to have a function to enable some sort of cycling through our saved locations so the "desktop background" would be more dynamic.
 
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Re: General suggestions for SpaceEngine

01 Feb 2024 22:23

Add realistic 3D to Space Engine, Better graphic with colors.
 
Astatine.exe
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Re: General suggestions for SpaceEngine

27 Feb 2024 13:51

The Tarantula nebula is missing. I wish it was added.

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