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Work in Progress / MPL3D Solar System

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Morcilla
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Posted: 11th Jul 2009 17:49
I'm afraid I'm totally busy with many subjects pending to be solved, however I can recommend you these source codes, that should help you to get any orbit coordinates into place:

Accurate 3D Planet Simulation (no media required)

That code is nicely written, and it is by far accurate for any gaming purposes.

Other useful examples that may help (more simple):

Solar System Recreation (No Media)
Simple solar system model - DBPro
Advanced Day/Night Simulation

Other than that good luck with your project, I'll keep an eye on it.

Quote: "im planning on recreating a lot of my space exploration game. im going to have a procedurally generated universe, and my plan is "BIG", as in "VERY VERY BIG""


I should recommend as well to be easy with the scope of any space simulation, unless you are an experienced developer in such computations. It requires a great effort and a great amount of time.
I don't want to discourage you with your project, but to be realistic and don't underestimate the difficulty.
What you see here is the result of many years of hard work, and still ... so much left to do.
qwe
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Posted: 11th Jul 2009 18:05
thanks for those links! exactly what i needed

yeah, i know the work involved. ive been working on mine for over a year, with several start-overs with the code. what i am aiming for, is an engine that will procedurally generate a huge universe (and i will use cube-zones so that the "map" can be very large without the user having to stray far from the 3d origin, and so that far away graphics/effects wont be cpu intensive). i plan on having things like nebulae, protostellar disks, SNRemnants, PNebulae, stars, black holes, brown dwarfs, (when you enter a star system, planetary and moon systems, which you can then land on and fly around on, probably use a matrix as the ground, with a procedurally generated world), hundreds of galaxies and thousands of stars

basically, to achieve this scope, ill spend all of my time on

A) the science of the stuff, so that i can make a model of the universe, of its distribution of types of objects and density/temperature in the ISM and such, etc
B) make graphics for specific items, then have those items cloned across the universe (i mean, eg, red dwarf that has a particular mass, looks the same as other red dwarfs that have the same mass). so i only have to make EG one SBc type galaxy, then in order to create the universe, that galaxy type would be instanced all over, but the different versions would be modified depending on mass, dark matter mass, active nucleus, other properties. and all these parameters would be procedurally generated, not hand-coded or hand-placed by me
C) make an engine to apply this scientific model and the graphics, across a huge swaths of space, so that when the user goes exploring, he can be exploring an actual universe

then i plan on adding space stations and starships that can battle, and landing on planets, and such. and, the secondary aspect of the program (first will be exploration), will be sand-box rooms and science-type puzzles to solve that get you better items/ships/technology

but yeah i realize the work involved, ive been working for quite a long time on it, reading through textbooks; im a biology science major with a minor in psych/math/physics with interests spanning all the sciences (especially neuro and astrophys) so i think it is within my grasp. but it will be hard definitely. fortunately i am working with a professor (theoretical chemistry, and physics) though he doesn't do anything on the code side (i'd prefer to code it myself anyway, cept shaders i'm not sure how easy they'll be as i havent spent the time to learn em) he helps with the science and maths
Morcilla
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Posted: 11th Jul 2009 19:13 Edited at: 27th Jan 2010 15:29
My best advice would be to make a team with Serial Velocity and lucifer 1101, as they both have similar interests

[Edit:
Quote: "its been like a year now since it was released right?"


Cronology of the project:



end Edit]

[Edit 2: Final V1.2 Release date:

Always multiply by two your worst forecast
end Edit 2]
lucifer 1101
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Posted: 22nd Jul 2009 04:52 Edited at: 22nd Jul 2009 08:26
your outstanding work deserves a medal..

here you go Lucifers appreciation medal

Morcilla
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Posted: 23rd Jul 2009 13:25 Edited at: 23rd Jul 2009 18:49
lucifer, thank you very much for your encouragement

I've been sweating bits all along

Regarding the advance, the in-built stencil shadows are being set up.
Not enough time to incorporate Dark Coder's shadow shader properly.
Mainly because:
-it has to be introduced into the current shaders,
-it would have to deal with exponential zoom (I think it could bring unexpected issues),
-each shader would have to be parametrized with the existing orbiting bodies that are casting shadows,
-probably it would have to use shader model 3.0 to perform an inside loop, and
-the shader development of the shadow of the rings over the planet is still pending.
-[Edit: also there are other risks, like reaching the maximum instruction count for a shader when trying to integrate, for example, the atmosphere shader and the shadow shader.]

So, I've dealt with 'set shadow shading' issues (and all its extravagances), being able to obtain some improvements over the previous version, that should make the work for V1.2:



Still, time is running out for a summer release, and the overall project advance is behind schedule.
Morcilla
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Posted: 11th Oct 2009 20:18 Edited at: 11th Oct 2009 20:29
New V1.2 will be ready soon. Right now we are finishing the last little details and polishing a few minor bugs. After that, it just will be left to create the final environment and to package the new media.

Here are some pictures of the view from inside extrasolar atmospheres:






As a sample of big stars, here is the final look for the star Betelgeuse:



Using the known real colors, according to the available data for the spectral class of the Sun, it happens to be of a white pinkish colour:



And here a final pic for another extrasolar planet (HD 142415b):



More details about the advance: http://www.mpl3d.com/Featuresv12.htm
Morcilla
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Posted: 15th Nov 2009 11:44
The new release is about to be finished.
The v1.2 Milky way has now a new look:



This represents the latest accepted galaxy structure. Using infrared images from NASA's Spitzer Space Telescope, scientists have discovered that the Milky Way's elegant spiral structure is dominated by just two arms wrapping off the ends of a central bar of stars. Previously, our galaxy was thought to possess four major arms.

A labeled image has been included, that will be seen if scientific data is on, and orbiting the galaxy:



Our sun lies near a small, partial arm called the Orion Arm, or Orion Spur, located between the Sagittarius and Perseus arms.

RA/Dec Grid, with 5000 ly radii, is turned on and can be seen in green centered in the Sun.
zzz
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Posted: 16th Nov 2009 00:51
Awesome as always!

Morcilla
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Posted: 28th Nov 2009 18:48 Edited at: 28th Nov 2009 18:53
Hi all,

since the new version is about to be published, I think this is a good moment for giving the proper credits:

I'm proud to present, as new members of the project, two well known members of the community:

Dark Coder

and

Green Gandalf

Both have done an excellent job developing shaders, providing coninuous support, and having the will of getting involved with the project itself. Many many thanks, I hope the results are up to your expectation.


As external collaborators, I would like to specially thank to:

IanM, for giving continuos support to his plugin The Matrix1Utils plugins collection

Cloggy, for giving continuos support to his plugin D3DFunc V3.0


As members of the community, for this release, I would like to thank:

Phillip, for his published code snippets, that helped as a starting point to build the new gravitatory particles and other areas. I think Philip is not around lately, but thanks from here, I'll be sending you an email to let you know.


These are the full credits:

PROJECT TEAM:
Matthew Alvarez - Astronomy advisor
Carlos Wilkes - Shader developer
Jim Burridge - Shader developer
Bruno Gallego Martin - Sound engineer
Maite Cambronero Hellin - Quality management

EXTERNAL COLLABORATORS:
Ian Mold
Jason Clogg

IMAGES CONTRIBUTORS:
Real images courtesy of NASA/JPL-Caltech
Enhanced real images courtesy of James Hastings-Trew and Bjorn Jonsson

DATA CONTRIBUTORS:
Centre de Donnees astronomiques de Strasbourg
CDS service for astronomic catalogues
IAU / IAG Working Group
JPL HORIZONS System
SIMBAD Astronomical Database

KNOW-HOW CONTRIBUTORS:
Paul Schlyter
Keith Burnett
Mikkel Fredborg
Dan 'Scilynt' H.
Dave 'Sephnroth' Burford
Matthew 'Ninja Matt' Lawrence
Evolved
CuCuMBeR
Phaelax
Philip

SPECIAL ACKNOWLEDGEMENTS:
John Whatmough
Jean Schneider
Andrei Tokovinin
JPL Solar System Dynamics Group
Richard Powell
Nick Strobel
Roger Dymock
S.E.D.S.

SPECIAL THANKS TO:
Lee Christopher Walder
Steve Vink



Many thanks to all for their contributions
Morcilla
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Posted: 1st Dec 2009 16:10 Edited at: 1st Dec 2009 16:13
As announced, the new version of the simulation is now ready to be downloaded!

Download MPL3D Solar System v1.2

Read the article about the release in the December 2009 TGC Newsletter (Issue 83)

Here are some pictures that we hope you enjoy, just a quick voyage around the galaxy



Download and post your comments anytime, we really appreciate it. Thanks all!
Hassan
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Posted: 1st Dec 2009 16:49
Sorry i cant download it, but the screenshots says it all, THAT LOOKS <insert good word here> AWESOME.

Mew151
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Posted: 20th Dec 2009 21:49
Where did you get the textures for the planets?

DBPro!
Morcilla
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Posted: 21st Dec 2009 17:09
@Hassan, thanks

@Mew151, textures are from Nasa when available. The rest were created expressly for the simulation.
Mew151
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Posted: 25th Dec 2009 05:51
Good, so I can use some stuff for my (free) future space game.

Thanks.

DBPro!
Morcilla
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Posted: 27th Jan 2010 15:21 Edited at: 27th Jan 2010 15:26
Here it is 'Alien skies', an artistic video of how skies might look like in other planets:



Enjoy it

[Edit: Oh by the way, glad to tell you that MPL3D has been admited as a YouTube partner ]

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Morcilla
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Posted: 22nd Feb 2010 11:34 Edited at: 22nd Feb 2010 11:34
Another video you can learn something from (and hopefully enjoy at the same time)

Location of the Sun in the Milky Way:


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dark coder
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Posted: 22nd Feb 2010 14:41
Looks cool, though shouldn't spiral galaxies look brighter when viewed side-on? Also, I noticed your radix point(decimal separator) and thousands separator change between the observing distance and the radius lines on the galaxy.

Can't believe you sold out by becoming a parter though! (joking)

Morcilla
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Posted: 23rd Feb 2010 13:41 Edited at: 23rd Feb 2010 13:43
Quote: "Looks cool, though shouldn't spiral galaxies look brighter when viewed side-on?"

Well, I'm kind of happy about the result, if you are talking about the black area that crosses longitudinally (see attached picture), but I agree that the central bulges have lost some brightness with the new texture.

That central black 'ring' is supposed to be darker than the rest, due to the accumulation of dark matter, and to the fact that more matter lies between the camera and the galaxy center.

However there are other points of view where I'm not so happy, for example at 4 min 30 s of the video, where the galaxy body is too dark and transparent.

Quote: "I noticed your radix point(decimal separator) and thousands separator change between the observing distance and the radius lines on the galaxy."

You Mr. Sharp Eye Well, the program uses the local Windows configuration for data output, while the radius lines on the galaxy are a fixed texture.
Since I'm in Spain, output format has been '.' separator for thousands and ',' for the decimal point.
Yep, I should pay more attention to these little details in future videos (thanks).

Quote: "Can't believe you sold out by becoming a parter though!"

Lol, yeah sure, big deal

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Morcilla
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Posted: 20th Apr 2010 16:09 Edited at: 20th Apr 2010 16:09
New release!
MPL3D Solar System (Quantum) v1.2 is ready to be downloaded from the Intel AppUp Store, under the Education/Reference category: http://intelappup.com/
(It is needed to download and install the "Intel AppUp Center Beta" software to access the Intel Store).

These are the particular changes in this version:

- Limited quality of objects.
- Reduced textures size (up to 2Mb).
- Reduced audio quality (22000Mhz).
- Limited maximum level of DirectX effects.
- No stencil shadows available.
- Limited number of solar particles.
- Reduced file size and hard disk space consumption.
- No free updates.
- Reduced price, only 1.99$

These changes have been made to match the hardware specifications of netbooks based on the tiny Intel Atom processor, much less powerful than the common desktop PC of nowadays.

Also please note that, due to the Intel Store specifications, this version has been verified to run on Microsoft Windows XP Home SP3 and Microsoft Windows 7 Starter versions only.
Other versions of Microsoft Windows are currently not supported.

Here are a couple of pictures showing how the program looks in the store:



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KISTech
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Posted: 20th Apr 2010 18:27
Nice. I hope it does well there.

Morcilla
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Posted: 20th Apr 2010 21:11
Thanks KISTech, it seems a very good place for all software developed here in the community, I hope to see yours there anytime soon

KISTech
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Posted: 20th Apr 2010 21:58
It could happen. It will probably be a while before it's ready for that though.

Mew151
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Posted: 21st Apr 2010 16:34
I like the version name. "Quantum"

It's amazing how entire galaxies were created just tiny variations in the gravitational field as the universe expanded.

Anyways, looking pretty cool!

Morcilla
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Posted: 30th Apr 2010 20:28 Edited at: 30th Apr 2010 20:29
Mew151, thanks

New video produced, this time showing 3d sound positioning and sound speed setting based on several parameters:

MPL3D Solar System - Star sounds:

On the astronomy side, it shows stellar seismology in action, that is, the movement of the surface of the stars, that can be transformed into an audible sound.

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Morcilla
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Posted: 21st May 2010 20:20 Edited at: 21st May 2010 20:44
Time to report some progress. Version v1.3 is under development.
It is a quick update that will feature an user customizable spaceship mode, along with a ready to fly vessel, the Columbus:



Click on the image to watch a video of the Columbus in action. Currently the spaceship is halfway to being incorporated into the simulation. It can already travel here and there, but there are many little details still pending of being covered, like design some cockpit instruments and a better integration with the main system.

Freedom Fighters
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Posted: 22nd May 2010 08:01
.............*Speachless* THIS IS AMAZING!
i love it. it is awesome. i gonna set it as my screen saver!

Problem Solution That Never Fails: "Build A Bridge And Get Over It"
Morcilla
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Posted: 11th Jun 2010 19:03 Edited at: 11th Jun 2010 19:03
Freedom Fighters, many thanks. I will think that everyone else agrees with you.

Here is a video that a japanese person has made to sell his music:



Proud that he found the program suitable for this

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Morcilla
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Posted: 26th Jun 2010 11:51 Edited at: 26th Jun 2010 11:56
The development keeps on advancing.

These are the three main cockpit positions, along with their corresponding hud information:

PILOT (cockpit position 1)


NAVIGATOR (cockpit position 2)


SCIENTIFIC OFFICER (cockpit position 3)


Did I mention that the user will be able to load and pilot any custom .x spaceship file? Thanks for your comments.

JLMoondog
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Posted: 26th Jun 2010 14:15
Not sure what it is but that stellar seismology is fun to listen too.

This is looking incredible. With your addition of the custom spaceship explorer, it just made it 10 times more appealing to me.

Great work, keep it up.

Morcilla
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Posted: 10th Jul 2010 19:51
Josh, thanks a lot for your encouragement, it makes me think that this is being worth the effort

The basic user customization has already taken place. It is pending to develop a graphic user interface to be able to easily add and maintain new spaceships, but the system already works by manually editing the text files associated with each spaceship, that allow to describe certain basic parameters that define the behaviour and appearance of the custom spaceship in the simulation.

As stated before, users will be able to load DirectX 3d models (.x file format) to be used as spaceships.

For this to happen, the current basic parametrization includes:

*BASIC PARAMETERS:

Ship name
Mass in tons
Maximum speed
Maximum fuel


*ENGINE PARAMETERS:

Engine power
Retro Engine power

ship engine amount (max 6)

ship engine flame position X[ship engine amount]
ship engine flame position Y[ship engine amount]
ship engine flame position Z[ship engine amount]

ship flame engine size[ship engine amount]

ship retro engine amount (max 6)

ship retro engine flame position X[ship retro engine amount]
ship retro engine flame position Y[ship retro engine amount]
ship retro engine flame position Z[ship retro engine amount]

ship retro flame engine size[ship retro engine amount]


Engine resulting power (ship engine power mass factor, depends on the mass, the number and power of main engines - derived value)
Retro Engine resulting power (ship retro engine power, depends on the mass, the number and power of retro engines - derived value)


*MANOUVER THRUSTER PARAMETERS

in a similar way to the main and retro engines:

Right Up manouver thruster power (ship max RU thrust)
Right Right manouver thruster power (ship max RR thrust)
Right Down manouver thruster power (ship max RD thrust)

Left Up manouver thruster power (ship max LU thrust)
Left Left manouver thruster power (ship max LL thrust)
Left Down manouver thruster power (ship max LD thrust)

ship aux thrust right up amount (Roll Right/Pitch up, max 6)

ship aux thrust right up flame position X[ship aux thrust right up amount]
ship aux thrust right up flame position Y[ship aux thrust right up amount]
ship aux thrust right up flame position Z[ship aux thrust right up amount]

ship aux thrust right up size[ship aux thrust right up amount]
---
ship aux thrust right right amount (Turn Right, max 6)

ship aux thrust right right flame position X[ship aux thrust right right amount]
ship aux thrust right right flame position Y[ship aux thrust right right amount]
ship aux thrust right right flame position Z[ship aux thrust right right amount]

ship aux thrust right right size[ship aux thrust right right amount]
---
ship aux thrust right down amount (Roll Left/Pitch Down, max 6)

ship aux thrust right down flame position X[ship aux thrust right down amount]
ship aux thrust right down flame position Y[ship aux thrust right down amount]
ship aux thrust right down flame position Z[ship aux thrust right down amount]

ship aux thrust right down size[ship aux thrust right down amount]
---
ship aux thrust left up amount (Roll Left/Pitch up, max 6)

ship aux thrust left up flame position X[ship aux thrust left up amount]
ship aux thrust left up flame position Y[ship aux thrust left up amount]
ship aux thrust left up flame position Z[ship aux thrust left up amount]

ship aux thrust left up size[ship aux thrust left up amount]
---
ship aux thrust left left amount (Turn Left, max 6)

ship aux thrust left left flame position X[ship aux thrust left left amount]
ship aux thrust left left flame position Y[ship aux thrust left left amount]
ship aux thrust left left flame position Z[ship aux thrust left left amount]

ship aux thrust left left size[ship aux thrust left left amount]
---
ship aux thrust left down amount (Roll Right/Pitch Down, max 6)

ship aux thrust left down flame position X[ship aux thrust left down amount]
ship aux thrust left down flame position Y[ship aux thrust left down amount]
ship aux thrust left down flame position Z[ship aux thrust left down amount]

ship aux thrust left down size[ship aux thrust left down amount]


Turn manouver factor (ship aux engine power mass factor turn, depends on the mass, the number, the position and power of turn (or yaw) manouver thrusters - derived value)
Pitch manouver factor (ship aux engine power mass factor pitch, depends on the mass, the number, the position and power of pitch manouver thrusters - derived value)
Roll manouver factor (ship aux engine power mass factor roll, depends on the mass, the number, the position and power of roll manouver thrusters - derived value)


*COCKPIT PARAMETERS

ship cockpit positions amount (max 6)

ship cockpit position X[ship cockpit positions amount]
ship cockpit position Y[ship cockpit positions amount]
ship cockpit position Z[ship cockpit positions amount]

ship limb cockpit glass (this limb will become transparent when inside cockpit positions 1,2,3.

ship hud position X[ship cockpit positions amount]
ship hud position Y[ship cockpit positions amount]
ship hud position Z[ship cockpit positions amount]


*APPEARANCE PARAMETERS

ship object filename (path to the 3d .x file of the spaceship)

ship limb amount (number of limbs in the 3d object. External materials are not supported, intead mesh 'limbs' are applied.)

ship limb name[ship limb amount] (name of each limb)
ship limb texture path[ship limb amount] (path to the texture of each limb)
ship limb normal map path[ship limb amount] (path to the normal map texture of each limb)

ship limb normal map base[ship limb amount] (contains the limbs ids with average specularity such as the ship hull)
ship limb normal map specular[ship limb amount] (contains the limbs ids with high specularity such as the cockpit glass)
ship limb normal map mate[ship limb amount] (contains the limbs ids with low specularity such as the thrusters)

ship limb smoothing angle[ship limb amount] (the smoothing angle is very important for a good final appearance, and due to the crispy designs of some spaceship meshes, some parts may need a different smoothing angle than others.)

ship engine exhaust color ramp path (path to the color ramp of the exhausts and flames)
ship engine intake color ramp path (path to the color ramp of the engine intakes)

ship limb inner engine exhaust[ship engine amount] (contains the limbs ids of the inside engine exhausts, for applying a shader)

ship limb inner retro engine exhaust[ship retro engine amount] (contains the limbs ids of the inside retro engine exhausts, for applying a shader)

ship engine intake amount (max 6)

ship limb inner engine intake[ship engine intake amount] (contains the limbs ids of the inside engine intakes, for applying a shader)

Pending to incorporate: Emmisive maps for glowing parts of the spaceship such as windows or any other thing.


*USER OPTIONS

SPACESHIP GRAVITY (The spaceship is attracted by massive bodies, on/off)

SHIP CONTROL AUTOSTOP (The space has friction, and the spaceship stops by itself, on/off)

FAVOUR ROLL CONTROL (Using left/right controls, the spaceship will roll rather than turn, on/off)

INVERT Y AXIS (on/off)

EASY GYROSCOPIC THRUSTERS (Spaceship will pitch/turn/roll only under pilot's request, on/off)
REALISTIC GYROSCOPIC THRUSTERS (Spaceship will pitch/turn/roll only under pilot's request, but the mass and manouver capability of the ship will affect the time taken to stabilize it, on/off)
GYROSCOPIC THRUSTERS OFF (spaceship will keep on any pitch/turn/roll inertia until it is corrected by the pilot, on/off)

ADVANCED FLAME ENGINE SHADER (applies or not an advanced shader on the engine flames, on/off)

SPACESHIP HUD (show hides hud, on/off)

-------------

These parameters should allow to describe most of the 3d spaceships designs out there. There would be pending further parametrization, like engine sound and others, but for now this should be enough to cover the basic spaceship flight mode

Morcilla
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Posted: 13th Jul 2010 19:21
New video about the moons of Jupiter:



Morcilla
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Posted: 6th Aug 2010 17:45 Edited at: 9th Sep 2010 20:44
Here is a video showing a little fly-by and test flight of the spaceship:

Columbus Test Flight 1


http://dc232.4shared.com/download/XVqoZvHx/MPL3D_Columbus_Test_Flight_1.avi

For this 1st test flight, spaceship speed has been purposely limited to 360 km/h, as well as the engine power, limited here to 10 g, to make it easier to show and control.
These spaceship specifications can be changed by the user, as well as all the other parameters.

Morcilla
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Posted: 9th Sep 2010 20:49
Here are a couple of new videos showing how the spaceship travels at the speed of light:

MPL3D Columbus Test Flight 2a


http://dc200.4shared.com/download/6wQiSdO1/MPL3D_Columbus_Test_Flight_2a.avi

MPL3D Columbus Test Flight 2b


http://dc200.4shared.com/download/7GRPgqa8/MPL3D_Columbus_Test_Flight_2b.avi

For those who wonder how is the interestellar travel performed, the spaceship physics remain newtonian at all times. That is, the amount of time (simulation time) that takes to reach a star, depends on the distance to the star and the speed of the spaceship. An on-board relativistic clock will register the amount of time passed for those on the spaceship and for those on Earth.

There are no warp modes, 'hyperspace' or wormholes, used to perform the classic 'jump' navigation between the stars. You have to get there.
That shouldn't be too difficult for ships like the one at the video, with 10,000G of main engine power

Morcilla
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Posted: 20th Sep 2010 12:42
New heat haze effect for the engine glow. Pictures doesn't make justice on this shader, so there is a video you can donwload by clicking the pic:



This has been adapted from Sixty Squares' [Shader] Heat Haze / Distortion (Easy to Use), many thanks for this

Morcilla
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Posted: 10th Oct 2010 20:43 Edited at: 10th Oct 2010 20:44
In a strong effort to visually integrate the spaceship with the simulation, a post-processing bloom shader has been incorporated.

The bad new is that... it doesn't work with the spaceship!
There is a conflict with DarkShader that saturates the screen to full white when the spaceship media is loaded. No idea why.

Also there are some other little issues:

- 2d text gets unaligned when camera is moving.
- 3d lines (constellations, orbits, etc.) get unaligned when camera is moving.
- 3d lines (constellations, orbits, etc.) do not respect z-order and appear in front of any other 3d object.
- Stencil shadows create a blackout when the camera enters a shadow volume.

Here is how it looks (current output top, HDR output bottom):



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Hassan
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Posted: 13th Oct 2010 15:36
wow, awesome graphics

[url][/url]
Nothing's impossible, it's just a matter of time...
Morcilla
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Posted: 18th Oct 2010 21:02
Hey thanks Hassan.

Now bloom is working with the spaceship. The issue of fullscreen white saturation was regarding some object having disabled zdepth, and DGDK wasn't liking this by some reason.

Click to enlarge:



Morcilla
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Posted: 19th Oct 2010 17:54
Bloom and heat haze have been integrated.

Many thanks to Sixty Squares, Green Gandalf and Dark Coder, who crucially helped me along the way.

This is how it looks,
(click to enlarge)






This technique is described here: Multiple camera shader rendering

The bloom shader output has no anti-aliasing. This means that object edges look again 'jagged'.
Dark Coder told me that no anti-aliasing for render targets seems to be a limitation of DGDK/DBpro.
Maybe a good idea for a future DGDK/DBPro feature request

Morcilla
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Posted: 30th Oct 2010 16:24
I've taken a side step to apply the Heat Haze shader to the stars.
Here is the result:



The heat haze can be noticed in the edge (and surface when there are sunspots) of the stars, the particles, the background star, the background nebula and so on.

One visual improvement that has been worth the effort, thanks again to Sixty Squares, who published it in the DBPro forum.

Clonkex
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Posted: 1st Nov 2010 01:54 Edited at: 1st Nov 2010 01:56
Hey guys,

Quote: "Hopefully, project could be finished first quarter of 2006"


Lol hahaha yeah right!

This looks like a cool project, though. I haven't had the time to read right through this thread but is it sort of like Orbiter?

Another question: what is it? It seems to be a realistic space-flight simulation thing. I like the fact that it's been alive since 06, very few projects last that long on here.

Do you know much complicated maths? I mean, did you actually incorporate real-life physics mathematics in this?

I have been thinking about making a space-flight simulator but without realism, so people can travel interstellar without increasing sim speed or waiting several hours (in Orbiter you do).

Looks very interesting, good work.

EDIT: Where do you get hi-res planet textures?

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
Morcilla
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Posted: 1st Nov 2010 13:04 Edited at: 1st Nov 2010 13:06
Clonkex, thanks for your comments.

Quote: "Quote: "Hopefully, project could be finished first quarter of 2006"

Lol hahaha yeah right!"

Well, version 1.0 was released in April 2008.
By year 2006 an astronomer joined the team, and the improvements made were so big, that it delayed the release 2 more years.

Project was officially started in 2005, now working in 1.3, that includes an user customizable spaceship mode.


Quote: "... I haven't had the time to read right through this thread but is it sort of like Orbiter?

Another question: what is it? It seems to be a realistic space-flight simulation thing."

Right now it is a pure 3d astronomy simulation. Most similar program out there is Celestia.

Version 1.3 is going to be half-way between Celestia and Orbiter:

Newtonian physics for the spaceship travel, but with the whole galaxy to explore (Orbiter limits you to some bodies of the Solar System), and simplified controls (Orbiter control and spaceship physics is rather realistic and complicated), while Celestia has the whole galaxy, but it has no spaceship to control.


Quote: "Do you know much complicated maths? I mean, did you actually incorporate real-life physics mathematics in this?"

Yes. I might not be the best in advanced maths, but that can only make me go slower. It is needed a very strong maths base, as math functions are what the simulation is made of. The quality of those functions decide the quality of the simulation.
Also you don't only need to know maths, but how to compute maths as well (make the computer to perform the calculus that you need, while keeping accuracy).
Worst thing to calculate have been anything related to Euler angles, orientation of orbits in space, and lately it has been the gravity and forces acting on a real-time, and simulation clock, moving spaceship.

Quote: "I have been thinking about making a space-flight simulator but without realism, so people can travel interstellar without increasing sim speed or waiting several hours (in Orbiter you do)."

Hey good luck, there is no reason for saying that you cannot try. Ermes has a good looking space game posted here in the WIP forum. I recommend you to take a look and perhaps ask him how long has it taken for him.

Quote: "Where do you get hi-res planet textures?"

Nasa has published public domain high resolution maps, although many need retouch for a perfect result, and it is not easy to retouch a 10k texture, so I bought some of them already retouched. For extrasolar planets I produced them by myself.
The search of media, and media production, is crucial for this kind of projects.


Many thanks for your interest, glad you like the job already done

Ermes
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Posted: 1st Nov 2010 19:27
.... i watched some of the video on youtube.... i'm speechless...

incredible. really incredible.

i can't find the world to tell you how i'm amazed....

ogni scarafone è bello a mamma sua.
Clonkex
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Posted: 3rd Nov 2010 05:27
Quote: "Newtonian physics for the spaceship travel, but with the whole galaxy to explore (Orbiter limits you to some bodies of the Solar System), and simplified controls (Orbiter control and spaceship physics is rather realistic and complicated), while Celestia has the whole galaxy, but it has no spaceship to control."


Sounds good to me!

ERMES, Morcilla says you have a space game....where's the link, please? I wouldn't mind taking a look at it.

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
Morcilla
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Posted: 4th Nov 2010 12:05 Edited at: 6th Nov 2010 10:44
Quote: ".... i watched some of the video on youtube.... i'm speechless..."

@Ermes, thanks! I try to make the videos as interesting as possible, while taking care of a good soundtrack
Next official (YouTube) video will be based on the spaceship mode, and I can promise it is going to be shocking

Quote: "Sounds good to me!"

Great. Some feedback was the only thing that I was missing. Thanks

Quote: "ERMES, Morcilla says you have a space game....where's the link, please? I wouldn't mind taking a look at it."

You lazy guy, just a click on Ermes' profile and you are there
Oh well here are Ermes' links, but please do not go off-topic here again, thanks

ESF - space sim game

ESF Demo (Earth Space Fleet - a Space Sim)

ESF -Earth Space Fleet - new demo fully working

ESF - New Demo with planet shaders and more

For what Ermes says, it has took him six years to reach the current project stage. [EDIT: Correction, Ermes says that it was only 1 year and 2 months!]

Back on topic, please review the latest upload to the TGC User Gallery, "Hot Jupiter visit":



More to come soon

zzz
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Posted: 5th Nov 2010 02:35
It looks really nice(as always)! Is the planet on the picture the famous Bellerophon?

Morcilla
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Posted: 5th Nov 2010 17:02 Edited at: 5th Nov 2010 17:30
Hey thanks zzz
No that is not Bellorophon, it was a random travel and I don't remember which one was that

However, glad that you asked, here it is the famous Bellerophon :
(click to enlarge)


Now featuring lightmaps, hdr, heat haze and up to 4 light sources, that may come from planets, as in the picture, or from other objects. The brightest objects near the spaceship are ordered to be these light sources

zzz
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Posted: 5th Nov 2010 20:35
That's awesome!

Clonkex
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Posted: 9th Nov 2010 04:51
Quote: "You lazy guy, just a click on Ermes' profile and you are there"


Oh sorry I didn't know the links were in his profile....I would have done that if I'd known I could.

Will have a look later, about to play BF2 with my brother

Clonkex

Making games is easy.....finishing them is a different matter.

Intel Core 2 Duo 2.8Ghz, Nvidia GeForce 9400 GT 512mb, 1gb ram.
Morcilla
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Posted: 11th Nov 2010 10:44 Edited at: 11th Nov 2010 16:34
I have decorated a little bit the spaceship cockpit:
(click to enlarge)



I've also created a facebook page.

Please if you want to support this project, hit the "Like" button that appears at the bottom of this page:

http://www.mpl3d.com/index.htm

Thank you very much!

Ermes
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Posted: 11th Nov 2010 11:27 Edited at: 11th Nov 2010 11:27
very great work.

i would like to have your spaceship as guest in my game, that will be nice. in the first mission, during training, this can be one of the ships near the earth's space station.

i will texture your ship as the others in my game, i work with 3dmax. if you like and if you have permission to do this!

ogni scarafone è bello a mamma sua.

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