Posts by thekryptonian
- 01.01.2006, 01:20
- Forum: Development
- Topic: Help Wanted: Now Hiring Texturers For An addon
- Replies: 1
- Views: 2524
Re: Help Wanted: Now Hiring Texturers For An addon
I'm making an addon based on a Sega Genesis Star Trek game. I'll need help on making textures for the many bodies in this addon. Though do not worry, not all bodies need unique textures. In fact I am counting on one texture being used for many bodies. The textures do not have to even be extremely d...
- 19.12.2004, 09:08
- Forum: Development
- Topic: Using celestia code in a game
- Replies: 13
- Views: 10433
Certainly possible, but possibly not desirable...
I have to apologize to someone posting as "The Kryptonian" -- I accidentally deleted the post while trying to respond. Essentially, he wrote that he was distressed that "Mostly Harmless" only worked on Windows, becuase Windows doesn't easily support Grid computing, multiple-system graphics, scripti...
- 14.12.2004, 21:41
- Forum: Celestia Users
- Topic: Controlling Celestia from an external application like Flash
- Replies: 13
- Views: 7672
Remotely controlling Celestia via Flash
Thanks guys. Maxim I have your stuff and will have a look. How about envoking mouse/keyboard events to control/navigate Celestia from Flash (I'll use that app as the running example) to say, use a .cel to get to the ISS upon launch of Celestia but then be able to manipulte the station from there. I...
- 01.11.2004, 03:08
- Forum: Development
- Topic: Multithreading for LUA
- Replies: 5
- Views: 3396
Re: Multithreading for LUA
If you get "frame halts" (I guess you mean noticeable delays during rendering) or script termination due to exceeding the maximum timeslice, then the script is wrong. It should contain more wait() commands. For long-running loops you can check how much time has passed since the last wait, and call ...
- 31.10.2004, 18:15
- Forum: Development
- Topic: Multithreading for LUA
- Replies: 5
- Views: 3396
Multithreading for LUA
Has any thought been givento multithreading the scripting in Celestia? This would get rid of the frame halts and the arbitrary run period aborts - frame rates would be much smoother, and a lot of the current limitations on scripting would be lifted.<Br><br> What critical issues would arise? How tigh...