Posts by thekryptonian

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...
by thekryptonian
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...
by thekryptonian
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...
by thekryptonian
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 ...
by thekryptonian
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...

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