![Image](http://www.shatters.net/~claurel/celestia/images/farfromhome.png)
This is all possible because of patch that eliminates the 16k light year distance limit for stars. So far, it's working without problems.
--Chris
t00fri wrote:Not bad
What's the secret?
F.
chris wrote:t00fri wrote:Not bad
What's the secret?
F.
A surprisingly simple patch that I'm going to upload very soon. I realized that we can lift the limitation on star distance without actually changing the star octree structure. The only thing we need to do is calculate the difference between the observer position and the star at high precision, and everything works fine.
However, I think that we'll still want to eventually move to the scheme I mentioned in another thread in which star positions are stored as offsets from the octree node center. With my patch, star placement has an angular precision of about 1/10 of an arcsecond (as seen from Earth.) This is adequate for observationally derived data, but if you wanted to create a distant globular cluster, stars would end up getting stacked on top of each other because of the limited precision.
--Chris
t00fri wrote:chris wrote:t00fri wrote:Not bad
What's the secret?
F.
A surprisingly simple patch that I'm going to upload very soon. I realized that we can lift the limitation on star distance without actually changing the star octree structure. The only thing we need to do is calculate the difference between the observer position and the star at high precision, and everything works fine.
...indeed... What about an observer on Earth? Is that distance calculated in double?
t00fri wrote:However, I think that we'll still want to eventually move to the scheme I mentioned in another thread in which star positions are stored as offsets from the octree node center. With my patch, star placement has an angular precision of about 1/10 of an arcsecond (as seen from Earth.) This is adequate for observationally derived data, but if you wanted to create a distant globular cluster, stars would end up getting stacked on top of each other because of the limited precision.
--Chris
right.
anyway, looks VERY promising.
chris wrote:Thanks! Now we need to find some data to exploit this new capability
--Chris
t00fri wrote:chris wrote:Thanks! Now we need to find some data to exploit this new capability
--Chris
Chris,
don't you remember? We got quite a few:
here is my respective thread...
http://www.celestiaproject.net/forum/viewtopic.php?t=10921
Code: Select all
"Far from home"
{
RA 82.0
Dec -70
Distance 140000
SpectralType "K3V"
AbsMag 5.4
}
Code: Select all
"b" "Far from home"
{
Texture "mercury.*"
Radius 3440
EllipticalOrbit {
Period 0.2408
SemiMajorAxis 0.3871
Eccentricity 0.1056
Inclination 7.0049
AscendingNode 48.33167
LongOfPericenter 77.456
MeanLongitude 252.251
}
Albedo 0.06
}
Chuft-Captain wrote:Good stuff!
I will test this with the CORE stars when the next pre-release is delivered.
Just a question about the Magnitude Limit:
It maxes out at about +15, so I assume that it's based on the apparent magnitude from the observer's position, rather than as viewed from Earth.
(ie. Most main-sequence stars at the core of the galaxy for example have AppMags in the range +15 - +30 as viewed from Earth).
selden wrote:
Maybe someone can be persuaded to make Celestia development binaries available on a regular basis?
cartrite wrote:
Will an executable do? I can keep an ongoing updated executable that can replace the original from 1.5.0. If and when my website is accessible that is. It seems to be going down a lot again.
cartrite
I fall into the "Too Dumb" category. I know nothing about compiling Celestia. But if anyone is willing to write out how, I'll certainly give it a try.BobHegwood wrote:That would be a GREAT idea for those of us too lazy (or dumb) to compile the things.