A few suggestions.
Posted: 01.12.2002, 21:58
Yesterday, I had the fortunate of stumbling upon Celestia while looking for a good skychart/planisphere.
After having played with it for a bit, I'd like to offer a few suggestions (I'm sure most of them have been asked countless times already):
1) How about making it a bit more friendly for use as a planisphere? Additionally, is anyone working on an interface for telescopes with computer drive systems?
2) Implement a physics engine. Computational complexity would rear its ugly head and authenticity would go out the window, but it could still be amusing/educational. Very weak, limited approximations are better than nothing. It would have to be an "ugly hack" in many ways--you can't very well expect to reasonably simulate a system with thousands of bodies, each having an affect on everything else. But a modest implementation would open up all sorts of interesting possibilities.
3) Implement volumetric nebulae and other assorted voluminous features. The form and shape of their volumes doesn't need to be very precise, but anything would probably be more precise than ignoring that they exist altogether.
4) 3D surface features. I want to fly to mars, land on it, and then scurry about its surface (with an attendant gravitational approximation). Bump mapping data for various planets already exist; we could use such data to protrude the surface when you get close enough. This would increase the importance of very high resolution bump maps.
5) More small touches, like solar flares, black holes with accretion discs, etc. The more the better.
6) Support higher detail for planets etc. without requiring display adapters with more than a gigabyte of local memory. ;) As you get nearer and nearer, load new textures for those smaller regions.
Additionally, support the loading of data over networks so we don't need to have a local copy of everything (rather only a relatively small cache). A few planets have very high resolution imagery of them stored on large terabyte databases; it would be nice if we could make use of 'em.
(Btw, does Celestia support the rendering of texture data directly over an AGP bus instead of storing the texture in local texture memory first? Local memory could be used more like a cache, leaving most of the texture data in system memory.)
7) Celestia interface for external application control. Example usage: an educational web page about our Solar System could use Celestia for some interactive visuals.
That's it for now. Any thoughts, suggestions, or criticisms to add? :)
After having played with it for a bit, I'd like to offer a few suggestions (I'm sure most of them have been asked countless times already):
1) How about making it a bit more friendly for use as a planisphere? Additionally, is anyone working on an interface for telescopes with computer drive systems?
2) Implement a physics engine. Computational complexity would rear its ugly head and authenticity would go out the window, but it could still be amusing/educational. Very weak, limited approximations are better than nothing. It would have to be an "ugly hack" in many ways--you can't very well expect to reasonably simulate a system with thousands of bodies, each having an affect on everything else. But a modest implementation would open up all sorts of interesting possibilities.
3) Implement volumetric nebulae and other assorted voluminous features. The form and shape of their volumes doesn't need to be very precise, but anything would probably be more precise than ignoring that they exist altogether.
4) 3D surface features. I want to fly to mars, land on it, and then scurry about its surface (with an attendant gravitational approximation). Bump mapping data for various planets already exist; we could use such data to protrude the surface when you get close enough. This would increase the importance of very high resolution bump maps.
5) More small touches, like solar flares, black holes with accretion discs, etc. The more the better.
6) Support higher detail for planets etc. without requiring display adapters with more than a gigabyte of local memory. ;) As you get nearer and nearer, load new textures for those smaller regions.
Additionally, support the loading of data over networks so we don't need to have a local copy of everything (rather only a relatively small cache). A few planets have very high resolution imagery of them stored on large terabyte databases; it would be nice if we could make use of 'em.
(Btw, does Celestia support the rendering of texture data directly over an AGP bus instead of storing the texture in local texture memory first? Local memory could be used more like a cache, leaving most of the texture data in system memory.)
7) Celestia interface for external application control. Example usage: an educational web page about our Solar System could use Celestia for some interactive visuals.
That's it for now. Any thoughts, suggestions, or criticisms to add? :)