We need to talk to Chris (but it looks like this is nearly impossible).
This software is dieing the slow way!
IMHO, we need a new coordinator (communication genie that can read code and use cvs), a vision ceeper (a part I can do) and a coding team (I think we have one).
At the moment (the last year) I see no place for Chris in the coordinator. He is the father of this great software and our best OpenGL coder but if he has no time to do the coordinating and coding this can not work!!!
If I did read it right, the mood in the dev team is not good and this is really a bad thing for this software and the community!
http://celestiaproject.net/forum/viewtopic.php?p=52732#52732
http://celestiaproject.net/forum/viewtopic.php?p=52673#52673I am convinced that most of the developers with high potential abandonned Celestia because of this persistent disorganized environment...
Grant walked away, Christophe is having "very extended breaks" (to say the least) and I have also given up writing code. I am still doing other Celestia related work, but I might as well be fed up quite soon...
Bye Fridger
danielj:
This software in under GPL, the gpl is a copyleft so Chris left us the copyright. IMHO this shows how much he loves Celestia.Chris is skiing too much!He has to stop his vacation or give the copyright to someone else.What is he thinking about?
http://celestiaproject.net/forum/viewtopic.php?p=52776#52776
http://celestiaproject.net/forum/viewtopic.php?p=52783#52783There was very intensive (and long-lasting) discussion,
except from Chris...Nothing concrete from his side, after a
long time, except some general few-line positive
encouragements.
So I gave up in frustration, since such challenging projects
require a focussing of efforts and an intensive brainstorming
among experts in different tangent fields. Notably also
concerning 3d graphics.
For me this issue is definitely dead now, after I really spent a
lot of work into it...
Bye Fridger
http://celestiaproject.net/forum/viewtopic.php?p=51429#51429sorry but I got definitely tired to roll that interesting stuff up
once more. Let me just refer you to a respective popular
thread of mine with 2170 readers and 54 discussion posts...
http://www.celestiaproject.net/forum/viewtopic ... sc&start=0
or in respect to quaternions, specifically
http://www.celestiaproject.net/forum/viewtopic ... c&start=29
Walton (wcomer) did participate quite a bit in the (quaternionic) math of the game. Selden did plenty of practical experiments with possible display schemes of the amazing SDSS large scale structure data that are among the basic experimental pilars of modern cosmology.
Incidentally, here is Chris' only comment about the matter:
chris wrote:On the other hand this is relatively "work intensive" and rather frustrating, as long as there is ZERO encouragement for the whole approach from Chris...
I think it's quite an interesting idea, but I'm afraid I haven't had time to reply in detail or do much else in the way of Celestia development lately. That will change in a couple days.
--Chris
Bye Fridger
Paolo:
I think that everyone of us is somewhat worried about this long period of pre-releases and news shortage concerning the Celestia development.
IMHO it is necessary that Chris reassures the community explaining which is the current situation.
Moreover I would like to know if he is available to evaluate and recruit new coders in order to extend the development crew.
It looks like this 2 threads show the problem:
http://celestiaproject.net/forum/viewtopic.php ... highlight=
http://celestiaproject.net/forum/viewtopic.php ... highlight=
IMHO we have to ask NASA/ESA to send money to Chris for Celestia. So he can work on this full time (if he is willing to do so). OR I think we need to fork this software to take it to the hights of what it could be.
Science Celestia:
If I just could code as good as I want, my version of Celestia would look like this:
1. No Lua but python
2. All objects can be manipulated via python in the running program (live)
3. A change in the config files needs to be refleted live after a reload button was pressed
4. Time slotts for every thing (texture animation; body deformation; collisions)
5. Wave lenght slotts for all visual things (UV-, IR and other instrumental textures)
6. Wave lenght mixer (may be not live till the computing power multiplicated)
7. heavy use of particle systems
8. Celestia Cosmo-display
9. A frame per frame mode for high quality movie recording
Just a few other examples from t00fri:
http://celestiaproject.net/forum/viewtopic.php?p=51532#51532
1) Precession of the equinoxes.
2) Stars with the same coordinates in stars.dat and in an stc do not plot in the same position.
3) The Earth is 200AU from the coordinate origin, which introduces huge parallax effects for nearby stars, but this has not been rectified because it would "break cel URLs".
4) A number of custom orbits are still quite badly in error.
5) We have no custom orbits for a number of major moons for which suitable formulae are available.
6) Node and pericentre precession is not implemented.
7) We can't select a view by sky coordinates and corresponding grids in any of the standard astronomical frames.
8.) After all this work on multiple star 3d graphics by Chris and my extensive orbit data preparations, we still don't have a decent multiple-star browser GUI, such that people can actually localize all the thousands of binaries!
9) many further much discussed issues like "filters", "cosmo-Celestia", modified "goto" for binary systems etc.
10) improved manoevering on the surface of objects
+ .....
Bye Fridger
I do not like to ask this question but my heart tells me to do it, so I did.
Dominik