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Offline Tsanten Eywa 'eveng

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Space Engine
« on: June 12, 2012, 05:08:41 am »
This program looks like Celestia, but it is way more detailed than Celestia, ground surface are in real 3D, the planetary landscapes are in 3D

Space Engine is a free space simulation software that lets you explore the universe in three dimensions, starting from planet Earth to the most distant galaxies. Areas of the known universe are represented using actual astronomical data, while regions uncharted by human astronomy are generated procedurally. Millions of galaxies, trillions of stars, countless planets!

It is free for download(400 MB)
http://en.spaceengine.org/

Capabilities:

  • All types of celestial objects are represented: planets, moons, asteroids, stars, star clusters, nebulae and galaxies.
  • The observer is free to move around the universe. Transition between any celestial body and any scale occurs continuously.
  • The observer can move around in space using the WASD keys, like in First Person Shooters. Movement with inertia is made possible in Spacecraft mode or Aircraft mode.
  • "Select and fly" autopilot: just click on any object with the mouse and hit the 'G' key to automatically go directly to the object.
  • Search for celestial objects by name. View planetary system maps. Save locations and an autopilot's journal.
  • The orbital motion of planets and stars is calculated in real time, with the ability to accelerate, decelerate, or reverse the flow of time.
  • The orbital paths of celestial objects can be shown, along with their labels and grids.
  • Automatic binding of the observer to the moving object and automatic selection of optimum flight speed.
  • Known celestial objects are represented using data from the catalogs: galaxies (NGC/IC), stars (HIPPARCOS), star clusters, nebulae, planets (our Solar system data and known extrasolar planets).
  • Uncharted regions of space feature procedurally generated objects: stars, star clusters, nebulae and planetary systems.
  • 3D landscapes of planets and stars: for many solar system bodies actual data from space probes is used. For uncharted exo-planets the surface is generated procedurally.
  • Volumetric 3D sprite models of galaxies and nebulae including light-absorbing dust clouds, optimized render to a skybox and impostors.
  • Lighting effects: lens flares, solar eclipses, shadows of planetary rings. Celestial objects cast light and shadow on to each other.
  • The exact model of the Earth's atmosphere (code by Eric Bruneton), adapted for the other planets.
  • Ability to import users addons: models, catalogs, and textures.

System requirements:

Minimum:
CPU: 2 GHz
RAM: 2 GB
Video: 512 MB
OpenGL: 3.0
OS: Windows XP

Recommended:

CPU: 3 GHz
RAM: 2 GB
Video: 1024 MB
OpenGL: 3.0
OS: Windows 7



« Last Edit: June 12, 2012, 05:12:46 am by Tsanten Eywa 'eveng »

Offline Tsanten Eywa 'eveng

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Re: Space Engine
« Reply #1 on: December 09, 2012, 08:52:23 am »
The 0.97 version of Space Engine is soon out, check out this video
SpaceEngine 0.97 preview

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Re: Space Engine
« Reply #2 on: May 14, 2013, 12:16:45 pm »
The best 3D space simulator I have ever seen. This is version 0.97 of Space Engine

Download it here, it's free: http://en.spaceengine.org/

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Re: Space Engine
« Reply #3 on: October 29, 2013, 07:28:31 pm »
Space Engine is not a game, but it will eventually be a game. Here is what they are funding on.

http://en.spaceengine.org/index/funding_and_donations/0-26

$3 000
Nvidia SLI support

$5 000
AMD CrossFireX support

$6 000
  • Joystick and gamepad support
  • Full multi-monitor support

$15 000 - Freeware SpaceEngine 1.0 Planetarium
  • Fund SE development full-time for 12 months
  • Supporting Oculus Rift, 3D displays, multi-monitor setup
  • Joystick and gamepad support
  • Ambient music and sound effects
  • Expanded catalogs of known astronomical objects (Tycho-2, SDSS, ...)
  • Deferred shading pipeline
  • 3D water, clouds and rings
  • Procedural nebula and galaxy models
  • Particle effects: accretion disks, protoplanetary disks, weather, volcanoes, ship engines exhaust
  • Enhanced scripting system and visual path editor for creating interactive educational tours


Long-Term Goals


$20 000 - Dome projection support for home planetariums
  • Spherical mirror projection
  • Multiple-projector dome system support

$25 000 - Cross platform
  • Native support for Linux
  • Native support for Mac OS

$35 000 - Single player space exploration game
  • Gameplay based on space flight simulation, space exploration, research and building
  • Realistic spaceflight physics with both hardcore fully manual controls and handy semi-automatic controls
  • Various spacecraft models
  • Build ships, space stations, and bases on planets
  • Collecting data about celestial objects using probes and satellites

$50 000 - Online space exploration game
  • Module-based ships with a 3D constructor
  • Players can name planets that they have discovered
  • Server database for worlds discovered by players
  • A database search function for finding a planet by certain parameters

$100 000 - MMORPG Sandbox Game
  • Space combat system with realistic physics
  • Unlimited capabilities for players: research, building, trading, fighting
  • Colonizing and terraforming planets, building cities
  • Destruction of enemy ships, cities, and even entire planets

$150 000 - SpaceEngine SDK
  • SpaceEngine as a graphics library for third party companies
  • WYSIWYG editor for all types of objects

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Re: Space Engine
« Reply #4 on: November 02, 2013, 09:42:04 pm »
The creators of Space Engine are working on a spacraft HUD mod. They are literally working on the future of gaming. You can see in my latest post, what they are working on, but it also says what the price will be, so i posted this thread, so it would be a chance to spread the reputation of Space Engine. I have supported them by giving them $120 to help them on the way.

Image below is to huge, so i place it inside a spoiler

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Re: Space Engine
« Reply #5 on: November 02, 2013, 11:04:16 pm »
I've took a look at this nice programm.

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Offline Tsanten Eywa 'eveng

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Re: Space Engine
« Reply #6 on: November 02, 2013, 11:21:28 pm »
I've took a look at this nice programm.

I know right? It has an awesome graphics :)

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Re: Space Engine
« Reply #7 on: November 18, 2013, 07:05:57 pm »
Space Engine has reached to 25% to it's goal to reach the full version. Fans has been given the Space Engine founders $3800 in total.
http://en.spaceengine.org/index/funding_and_donations/0-26

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Re: Space Engine
« Reply #8 on: December 21, 2013, 08:00:46 am »
Developers of Space Engine has introduced a new feature in the upcoming version 0.9.7.1
Now you can explore rivers on planets.
http://en.spaceengine.org/forum/21-1632-37




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Re: Space Engine
« Reply #9 on: December 26, 2013, 12:09:13 pm »
The new version of Space Engine has now been released.
http://en.spaceengine.org/forum/20-1945-1

download: http://en.spaceengine.org/load/core/spaceengine_0971/2-1-0-18




What's different than last version:
3D water: animated water specular reflections, underwater fog
Improved procedural moon system generator
Debris rings around planets
New landforms: pseudo rivers, shield volcanoes
Music player with smooth mixing, context switching of soundtracks, repeat options and other capabilities
25 original soundtracks made by many authors
Smart blending of terrain detail textures
Detail noise textures on the planetary surface
New types of worlds with life, improved lifeform classifications
Many improvements with space ships
Built-in avi video recorder
Fast multi-threaded Star Browser: it uses all CPU cores to generate systems and does not reduce FPS
Added Czech, Dutch, Polish, Portuguese, Romanian, Slovak, Swedish and Turkish localizations
Installer for SpaceEngine distribution with automatic selection of localization

Space ships updates:
Supporting of emission textures
Supporting of modular models
Updated Ships Manager: ability to build, rename and destroy spacecrafts, sorting tables by any column
Easy installing of ships addons: just copy files into SpaceEngine folder, and new ships become available in the Ships Manager's build menu
Some old ships models changed to modular models
New "SS Basic", "SS Cargo", "SS Science", "Fire Dragonfly" and "Skylone" ships
Computing the Keplerian orbital elements and rendering the Keplerian orbit of the ship
Atmospheric flight physics
Spaceship Control Panel with Autopilot buttons
Spaceship HUD (Head-Up Display) for atmospheric and space flight modes
Ships may have Main engines, Retro (Braking) engines, Hover engines and Correction engines that can be controlled separately
New ship control system: rotation with mouse, changing Main Engines and Hover Engines thrust with mouse wheel or by Control Panel, WASD keys controls correction engines only
Additional parameters in the spaceship config file (engine thrust, hyperdrive, aerodynamics)
Improved autopilot: orientation commands (Prograde, Retrograde etc), and automatic hyperjump to selected body
Simulation and Orbital physics modes for spaceships (unfinished, switch modes on the Spaceship Control panel)
Static Keplerian orbit mode for space stations artifical satellites
Improved warp bubble effect

Astronomy update:
Improved life classification: new types of lifeforms and biomes, various types of worlds to handle life, new script parameters
Reduced density of stellar remnants (black holes, neutron stars and white dwarves)
Updated exoplanets catalog
Improved star calculator (computing of required parameters based on some parameters given in the script)
New parameter Msini (M*sin(i)) in the planet script - used instead of Mass for exoplanets with only M*sin(i) known
Procedural generation of orbital inclination in the catalog system for planets with unknown inclination, based on planets with known inclination
Computing of actual mass of a planet based on given M*sin(i) and generated orbital inclination
New parameters in the planet script - discovery method, discovery date and date of last data update
New lines in the planet info table - discovery method, discovery date and M*sin(i)
Implemented "HH MM SS" or "DEG MM SS" format for RA and Dec for galaxies, star clusters and nebulae
New Vesta, Mercury and Saturn textures and landscape
New galaxy and nebula models
Increased turbulence on clouds of procedural gas giants

Interface update:
Updated GUI tables appearance
Updated Display Settings menu: options for toggle to fullscreen, choosing fullscreen and windowed mode resolution, VSync, anisotropy level
Variable column width in the Star Browser's table
Green text in the Solar System Browser indicates that an object has life or satellites with life
Updated localizations and added new ones
FPS counter is enabled or disabled via console command "FPS"
Changed color of orbits, markers and labels for dwarf planets and dwarf moons
Onscreen keyboard help info in the Edit mode
Some improvements in the Planet Editor

Controls update:
Capturing video with GUI by pressing [Ctrl]+[F9]
Sliders in the planet editor are not scrolled with mouse wheel
Close button on the Solar System Browser window
FOV is taken into account when choosing the camera position behind the ship in the Game mode
"Look around" by holding the middle mouse button; on release, camera returns to original view
Improved Controls settings menu: binding keys and mouse axis, independant bindings for planetarium and spaceship controls modes

System updates:
Terrain detail texture atlases are merged into a single atlas
Configurable color palettes for procedural planets
Automatic calculation of the offset of the ship model to make it perfectly centered
SpaceEngine's window saves its size, position and fullscreen state in the config and restores them in the next launch
New magnitude function in the Map Mode: easy to find dim stellar objects
Supporting RGBA diffuse textures for ships with per-pixel specular power in the alpha channel
Supporting RGBA color specular textures for ships with per-pixel specular power in the alpha channel
Supporting RGB color emissive textures for ships
Experimental support of the logarithmic Z-buffer
Exit screen texture saved to the config folder
The stars120k.txt file is renamed to stars120k.cfg

Bug fixes:
Fixed a "poor terrain textures" bug (incorrect indices of detail textures on procedural planets)
Fixed a bug with generating worlds with life only in multiple star systems
Fixed a bug with setting "StarProcBifurcation false" in the config disables procedural binary and multiple stars
Fixed a "boring planets" bug and "deserted terra with life" bug
Fixed too low and too high altitude of clouds on some planets
Fixed a bug with impossibility to disable the VSync
Fixed a bug with moons counter in the Wiki's General info tab
Fixed a bug with moons with life counter in the planet's info table
Fixed a bug with incorrect star multiplicity counter
Fixed a bugs with the nearest star searcher (in star clusters and galactic halo)
In the Map Mode, the Star Browser performs search around the map center, not around the current camera position
Removed double slash in the message "Saving screensots//scrxxxx.xxx"
Removed duplicate of Fomalhaut
Removed "Fomalhaut B" name of star TW PsA/Gliese 879
Fixed some other mistakes in catalogs
Fixed wrong luminosity (0.9) of the Sun in the info table and in the Wiki
Fixed artifacts when window is stretched on a bigger or a secondary monitor
Fixed bugs with fish eye projection
Fixed various bugs in the Star Browser
Fixed a rendering slow-down after using the Star Browser
Fixed a crash in Search By Name menu when entered a name of non existing star in a star cluster
Fixed wrong axial tilt info of Earth and other barycenter-orbiting planets
Fixed wrong obliquity parameter in exporting of the planetary system script
Fixed the absolute magnitude of the Halley's comet
Fixed a crash when turning on rendering of a spacecraft trajectory
Fixed a bug where "Warm ice world" was printed as "Warm ice giant"
Controls settings menu and right-click context menu changes localization properly
Fixed a typo on the coordinate grid labels
Fixed incorrect camera orientation on start if the last bound object was a spaceship
Fixed some VRAM cache issues (blinking stars, etc)
Fixed the music player
Fixed small blurriness of font and GUI
Fixed galaxy orientation problems
Restored clouds bump
Fixed a bug with no cyclones on gas giants
Fixed asynchronous loading of shaders
Fixed a bug with a black dot rendered above the star in the "Points" mode
Fixed a bug with bright blue stripes in evaporating planet tail
Fixed appearance of wrong textures on planets during loading/generation
Fixed a bug with wrong positioning of the camera relative the ship during hyperjump
Fixed inability to select a moons inside the planet's shadow
Fixed discontinuity in normal map lighting on a ship models
« Last Edit: December 26, 2013, 12:13:21 pm by Tsanten Eywa 'eveng »

Offline Tsanten Eywa 'eveng

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Re: Space Engine
« Reply #10 on: December 31, 2013, 06:51:42 pm »
The official trailer for the new version of Space Engine just in time released.


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Re: Space Engine
« Reply #11 on: January 04, 2014, 03:24:52 pm »
Space Engine has now reached it's 4th goal, $6000 for gamepads and multimonitor setup support.
Next goal is $15000 where Space Engine will reach the full version 1.0

The list of the $15000 goal is a bit long, so the first part is:
Fund SE development full-time for 12 months


And these are the next steps in the $15000 goal
  • Supporting Oculus Rift, 3D displays, multi-monitor setup
  • Joystick and gamepad support
  • Ambient music and sound effects
  • Expanded catalogs of known astronomical objects (Tycho-2, SDSS, ...)
  • Deferred shading pipeline
  • 3D water, clouds and rings
  • Procedural nebula and galaxy models
  • Particle effects: accretion disks, protoplanetary disks, weather, volcanoes, ship engines exhaust
  • Enhanced scripting system and visual path editor for creating interactive educational tours

http://en.spaceengine.org/forum/20-1853-7
http://en.spaceengine.org/index/funding_and_donations/0-26
[/list]

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Re: Space Engine
« Reply #12 on: January 06, 2014, 06:36:17 pm »
Space Engine is soon reaching it's funding goal. It has now reached $8540, so it is at 57% now to reach the primary goal $15000. It reached $6000 just 3 days ago, but then on January 5th, it reached over $8000, so someone had donated a lot of money. Someone donated over $2000.

You can check the donations at the link below, and there is a link inside where you can donate money. You can donate via Wedmoney and PayPal.
http://en.spaceengine.org/index/funding_and_donations/0-26

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Re: Space Engine
« Reply #13 on: January 11, 2014, 05:07:14 pm »
Seems like the funding goal will be reached for Space Engine by next month. It has now reached $9330 and the goal is to reach $15000.
http://en.spaceengine.org/forum/20-1853-8

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Re: Space Engine
« Reply #14 on: January 14, 2014, 11:35:00 am »
    Space Engine funding has now reached $10000. It's about soon to reach it's primary goal $15000 where Space Engine will be fully upgraded to version 1.0

http://en.spaceengine.org/index/funding_and_donations/0-26

This is what will be upgraded, when it is reaching $15000:

  • Supporting Oculus Rift, 3D displays, multi-monitor setup
  • Joystick and gamepad support
  • Ambient music and sound effects
  • Expanded catalogs of known astronomical objects (Tycho-2, SDSS, ...)
  • Deferred shading pipeline
  • 3D water, clouds and rings
  • Procedural nebula and galaxy models
  • Particle effects: accretion disks, protoplanetary disks, weather, volcanoes, ship engines exhaust
  • Enhanced scripting system and visual path editor for creating interactive educational tours

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Re: Space Engine
« Reply #15 on: January 29, 2014, 08:18:53 pm »
Space Ending funding from fans has reached $11000 now. $4000 left before Space Engine can reach version 1.0
http://en.spaceengine.org/index/funding_and_donations/0-26

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Re: Space Engine
« Reply #16 on: February 01, 2014, 01:33:57 pm »
The creator behind Space Engine is working on the next version of Space Engine 0.9.7.2
Here he is showing a new feature, star corona
http://en.spaceengine.org/forum/21-2070-1

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Re: Space Engine
« Reply #17 on: February 02, 2014, 06:30:26 pm »
I take it all the planets you are creating for your story are being done with Space Engine?

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Re: Space Engine
« Reply #18 on: February 02, 2014, 07:04:36 pm »
I take it all the planets you are creating for your story are being done with Space Engine?

Well, i started with having dreams and everything. This is how it all started. Later i used the 3D space simulation Celestia. Now that's over. I am only using Space Engine. But civilizations and names and other stuff, i am coming up with that on my own.

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Re: Space Engine
« Reply #19 on: February 13, 2014, 02:55:21 pm »
I have soon completed the Space Engine addon to my upcoming sci-fi fantasy story.
http://en.spaceengine.org/forum/17-1872-1

It will include all homeworlds to the civilizations that will take part in my story, included other worlds involved. In my sci-fi fantasy story, 18 civilizations will appear. Have been working on this story for years. Now, it will come to the 3D space simulation program Space Engine. The story itself is going great, as you can read in my own thread here on the LN forum: http://forum.learnnavi.org/general-discussion/creating-film-script/

also an official page on Facebook: https://www.facebook.com/TheGreatBattleofTheUniverse
Official Wikia page: http://the-great-battle-of-the-universe.wikia.com/wiki/Introduction

 

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