Explanation of Universal coordinate system...
Posted: 09.01.2006, 03:31
I am trying to create objects in Celestia which are eternal.
i.e. They exist as their own 'class' and have their own set of coordinates, which they can update themselves or have updated by other processes and are independant of orbits or planetary systems.
For example, at any time or date they will appear in a fixed location in space...
I pretty much understand how objects are identified and drawn and I guess the closest object I could derive them from would be stars.
To this end I have experimented with a few hacks, but would like to create a more elegant solution...
Has anyone got a good resource which explains, or gives some pointers on the Universal Coordinate system used, and how I might be able to implement this with minor changes to Celestia as a whole...
Any input would be appreciated as I am throwing lots of ideas around and would appreciate more experienced Celestia code mokeys throwing any suggestions they have which may save me repeating experiments that have already been done...
Thanks..
i.e. They exist as their own 'class' and have their own set of coordinates, which they can update themselves or have updated by other processes and are independant of orbits or planetary systems.
For example, at any time or date they will appear in a fixed location in space...
I pretty much understand how objects are identified and drawn and I guess the closest object I could derive them from would be stars.
To this end I have experimented with a few hacks, but would like to create a more elegant solution...
Has anyone got a good resource which explains, or gives some pointers on the Universal Coordinate system used, and how I might be able to implement this with minor changes to Celestia as a whole...
Any input would be appreciated as I am throwing lots of ideas around and would appreciate more experienced Celestia code mokeys throwing any suggestions they have which may save me repeating experiments that have already been done...
Thanks..