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Forum » SpaceEngine » Development Status » SpaceEngine TODO List - Updated 14th Dec 2015 (What's planned for future releases)
SpaceEngine TODO List - Updated 14th Dec 2015
daveDate: Wednesday, 17.10.2012, 19:11 | Message # 121
Space Tourist
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Estimated ETA for next release?
 
HarbingerDawnDate: Wednesday, 17.10.2012, 19:36 | Message # 122
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Quote (dave)
Estimated ETA for next release?

When it's done wink





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
Antza2Date: Wednesday, 17.10.2012, 20:17 | Message # 123
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Quote (SpaceEngineer)
This is a very big problem in SE. There are many nice GPU-based algorithms like flow noise for animated clouds, particle systems with physics and interaction with bodies, N-body gravity and gasodynamic simulations, etc etc. But they all are simulations, ie iterative algorithms, they starts calculation from some initail state and then perform one iteration every time tick. In SE you might arrive at a planet at any time in its history, so to obtain the actual texture of clouds, the engine must run all iterations from initial state (planet birth?) to the current time. This is toooo expensive! You cannot easily accelerate the time scale - the calculations will take forever. And you cannot reverse time - almost all iterative algorithms may run only in the forward time direction. The solution may be in resetting the system to an initial state every 1000 cycles and start completely new iterations, blending it with previous iteration to hide transition effect.

Maybe have a set of cloud models, assign animations to them and just make the animation faster when time is going faster.
Or would that not work?





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DisasterpieceDate: Wednesday, 17.10.2012, 21:32 | Message # 124
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I'm new here but I definitely think that even when space engine is a game, it needs two modes, game and planetarium (what we have now)




I play teh spase engien
 
Antza2Date: Wednesday, 17.10.2012, 21:54 | Message # 125
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Quote (Disasterpiece)
I definitely think that even when space engine is a game, it needs two modes, game and planetarium

It will have those





Go to antza2.deviantart.com for cool photos!

Edited by Antza2 - Wednesday, 17.10.2012, 21:54
 
HarbingerDawnDate: Wednesday, 17.10.2012, 21:55 | Message # 126
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Hello Disasterpiece, and welcome to the forum. Please take a moment to read the forum rules.

SpaceEngineer has already stated that there will always be a planetarium mode, and the planetarium will always be free.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
SalvoDate: Monday, 22.10.2012, 19:22 | Message # 127
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Space Engineer, that's another big problem, for example, if you will make collision simulator you can't rebuild a planet that has already been destroyed, because all phisics have to be calculated real-time, and we can't predict things that will happens later, as we can't know what was the orbit of earth 1 bilion years ago... or if two galaxies collided, you can't know what kind of galaxy there was before...
So my suggestion is:

- Keep Planetarium Mode like it is now, so without any collision simulator or any other thing, maybe only editor...
- Make a new mode (New game/Load game etc) where you can do all things, except change flow of time and edit planets, this is not the best idea but is the only way to fix this problem, you could continue developing this new mode and share with the Planetarium Mode only the essentials things... smile





The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)


Edited by Salvo - Monday, 22.10.2012, 19:28
 
DisasterpieceDate: Friday, 26.10.2012, 22:22 | Message # 128
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For the physics of planet destruction maybe you could use a variation of bullet physics engine. The programs I have used that use it are generally very realistic and powerful.




I play teh spase engien
 
AerospacefagDate: Saturday, 27.10.2012, 00:14 | Message # 129
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I don't think we'll see any evolution events in game (except maybe scripted ones), and I don't see any use of this at all, since the gameplay is going to be in realtime somehow, and it's very hard to encounter any examples of these conditions, let alone noticing it.

Still, I wish to have actively destructible spaceships - maybe not as fragile as in Kerbal Space Program, but surely damageable enough to affect gameplay, as well as vulnerable to extreme environment conditions.

Quote (Salvo)
- Keep Planetarium Mode like it is now, so without any collision simulator or any other thing, maybe only editor... - Make a new mode (New game/Load game etc)

As far as I can remember, that was initial idea from about a year ago, but it seems that first he needs to finish the engine - i.e. basic version of Planetarium Mode.
 
DisasterpieceDate: Wednesday, 31.10.2012, 20:37 | Message # 130
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What would be really cool would be a first person shooter against AI or multiplayer on planets/moons/asteroids with physics based on the gravity of the body. Or a built in flight simulator. Or a racing game. Maybe even a universe conquest game with all of the previous features.

I actually made a basic driving game in blender using an exported heightmap from space engine.





I play teh spase engien
 
Antza2Date: Tuesday, 13.11.2012, 18:20 | Message # 131
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Quote (Disasterpiece)
What would be really cool would be a first person shooter against AI or multiplayer on planets/moons/asteroids with physics based on the gravity of the body.

There is no way that could work. You'd need MILLIONS of players for it to be exiting. The universe is big, really big.

Quote (Disasterpiece)
Or a built in flight simulator

The finished game will feature flight within atmosphere.

Quote (Disasterpiece)
Or a racing game

i don't think a racing game would work, but the finished game will have ground vehicles.

Quote (Disasterpiece)
Maybe even a universe conquest game with all of the previous features.

The conquest mode would be difficult to implement since space combat requires incredible precision. SE stated that the finished game will be more about exploration.

Quote (Disasterpiece)
I actually made a basic driving game in blender using an exported heightmap from space engine.

Nice. cool





Go to antza2.deviantart.com for cool photos!
 
ConquestiDate: Tuesday, 13.11.2012, 20:36 | Message # 132
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The immediate priority in an exploration game will be a must have flora and fauna...

...and procedural life.

I think people will search classes of plant life, animals and intelligent life.
 
AlessiaCristalloooDate: Tuesday, 13.11.2012, 22:07 | Message # 133
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Yes! If you need 3d models, like trees, buildings or many things you can ask me!
I'd like to do something more for this community smile
 
TalynDate: Wednesday, 14.11.2012, 00:06 | Message # 134
Explorer
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Maybe SpaceEngineer could come up with some kind of algorithm to populate the planets with proceduraly generated vegetation.

Something like e-on has on Vue D'esprit. They have a plant editor that allows the user to create unique species and an algorithm to generate unique plants for each species so that no 2 plants are the same on the renders

You can see what I'm talking about here :)





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DrawninDate: Wednesday, 14.11.2012, 13:15 | Message # 135
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Seeing that in SE while you're descending to the surface of a terra with life, plus 3D clouds and waves in the sea would be AMAZING.

Maybe someday... =)





Intel Core i7-3770 - 3.40 GHz @ 8 Gb RAM @ nVidia GeForce GTX 570 1280 Mb
 
Forum » SpaceEngine » Development Status » SpaceEngine TODO List - Updated 14th Dec 2015 (What's planned for future releases)
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