If you want to fork Celestia, this is fine by me, but show us the code, otherwise this is just vapor.
Christophe, everybody so far stated, sometimes with many words, that forking makes no sense. Or am I missing something?
t00fri wrote: Other similar or related programs are trying to catch up, both at the open source and the commercial front. Take 'Stellarium' for example or 'Kstars' (Linux KDE). Although these programs are still relatively young, one can smell already the inherent upcoming potential and professional level development...
Gerbil94 wrote:t00fri wrote: Other similar or related programs are trying to catch up, both at the open source and the commercial front. Take 'Stellarium' for example or 'Kstars' (Linux KDE). Although these programs are still relatively young, one can smell already the inherent upcoming potential and professional level development...
Is that a serious concern? Those examples appear to be strictly 2D starmaps (well, skymaps). Even the Redshift series wasn't competition for Celestia, so I don't see why these would be. The only plausible commercial competition Celestia has seems to be StarStrider, and even that appears relatively moribund at present.
I don't think there is any serious open source competition at present, or at least, a vast majority of similar open source software is unmaintained and/or nowhere near Celestia's scope (or so it seems from the sites linked to on Winchell Chung's list).
Probably the main thing to worry about is getting a "spare" OpenGL coder, not the competition!
Slalomsk8er wrote:Does StarStrider use Celestia code? It looks similar but it is hard to tell if they use Celestia code and brake the GPL.
It looks like they are in just one thing better then Celestia, anaglyph 3D output!
Paolo wrote:So why don't we start a contest in the development forum in order to have the best Celestia Patch of the quarter (I think its hard to have something really good and cool in less than three months).
The prize should be the inclusion of the code in the current CVS or even the entrance of the developer in the Official development team.
I propose the following rules for the contest:
- The purpose of the patch must be declared.
- The patch must be scientifically accurate.
- The code must use the Celestia coding conventions.
- The patch can't modify more than 10 celestia source file (both h and cpp).
- The developer has to publish a debugged and executable version of Celestia that uses the Patch.
What do you think?
Christophe wrote:Paolo wrote:So why don't we start a contest in the development forum in order to have the best Celestia Patch of the quarter (I think its hard to have something really good and cool in less than three months).
The prize should be the inclusion of the code in the current CVS or even the entrance of the developer in the Official development team.
I propose the following rules for the contest:
- The purpose of the patch must be declared.
- The patch must be scientifically accurate.
- The code must use the Celestia coding conventions.
- The patch can't modify more than 10 celestia source file (both h and cpp).
- The developer has to publish a debugged and executable version of Celestia that uses the Patch.
What do you think?
This seems like a good idea.
...
.
hjw wrote:Fridger,
in most cases I completely agree with your postings (I don't know
if this is considered "good" or "bad" by others).
But so far I have not seen the pool of coders required to form a team
like one you have described. At least I have not seen them posting
to this forum. But how attract/find them if the only way to contribute
is to make add-ons or docs, which in many cases is no fun at all for hardcore coders.
There definitely should be a way for such coders to get comfortable with the source
and the community by contributing code (Christophe wants to see code ).
Completely agree...hjw wrote:...Wether or not this begins with a "patch contest", a "play ground" or whatever one wants to call it is secondary as long as SOMETHING happens besides discussions.
t00fri wrote:...there are quite a few people in the forum community who know how to code c++:
1) Of course, all (but one) Celestia developer/authors, including Christophe, myself, Hank, dirkpitt, Harald, Pat. Among those, dirkpitt should have considerable OpenGL expertise...
2) A number of forum users also have (considerable or even professional) coding know how:
Paulo, yourself, Toti, maxim ...
There are certainly more.
3) There are quite a few astrophysics buffs around
4) testing & debugging: Selden (!), Evil Dr. Ganymede, maxim, myself,...
...Most of the people I listed under 1) & 2) know Celestia's code /very well/...
Christophe wrote:Fridger, you have to keep in mind that the aim of the patch competition is to get more people to know the code.
We don't want people to submit a full relativistic model implementation, but for example a working alt/az mode or pointer coordinates display would be a good introduction to the code layout and a useful addition.
t00fri wrote:Example:
=====
We /urgently/ need much improved planetary atmosphere rendering.
It would be really fun to have several cloud layers, no bugs at low altitude, no "hole in the sky", a much better "sun" rendering (see e.g. Stellarium!), haze working again under the OpenGL 2.0 path etc.
A little group could form consisting of people:
1) localizing and logging all present atmosphere bugs, like the infamous "hole in the sky" and many others I have previously enumerated in one of my Titan threads.
Slalomsk8er wrote:I came home now after finishing a deathline for an 3D art project of mine and I have checked out the CVS code. I will look if I can make any sense out of the source (I am no c++ coder at the moment), if I can, I will look in to the time slots I would like so much for textures ;) I hope I can work a round any core code with quaternion math or ??ber complex things.
The motivation boost here is realy good IMHO.
Where is the dev email list located?
Good night/morning what ever ;)