What about create a program that generate atmospheres using the new Celestia atmosphere code? There's a program that generate skies, but it uses the old code.
Using this program we could make atmospheres faster, using the new atmosphere code.
What you think about this?
Atmosphere maker ( using the new Celestia atmosphere code )
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Topic authorkikinho
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Atmosphere maker ( using the new Celestia atmosphere code )
One day we will swim in the subsurface ocean of Europa and take shower in ethane lakes of Titan.
- PlutonianEmpire
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I would be willing if someone would explain how the new code works... Ive tinkered a bit but for some reason only get a solid shell with no gradient... Is this because the planet is stationed around more than one star?
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!
- t00fri
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Ras',
this would really be a pretty complicated affair. You got to understand the essential features of the general Mie theory in Optics FIRST. Also for a GUI approach, one has to contemplate various WYSIWYG-type illuminations of the planets under consideration from different illumination angles, including /backward/ scattering of deflected light!
Since there are plenty of free parameters in the game that partly must be delicately correlated, trial and error is HOPELESS here.
What would be much more useful for scientific level modelling of planetary atmospheres, is a translation tool that correlates the Mie parameters as used in Celestia, with atmospheric parameters used in scientific publications. Such a tool could either be written in PERL or be a command line tool written in C/C++.
Please remember that appropriate GUI programming would, moreover, require coding in several graphical toolkits/OS's, NOT just Windows stuff!
Bye Fridger
this would really be a pretty complicated affair. You got to understand the essential features of the general Mie theory in Optics FIRST. Also for a GUI approach, one has to contemplate various WYSIWYG-type illuminations of the planets under consideration from different illumination angles, including /backward/ scattering of deflected light!
Since there are plenty of free parameters in the game that partly must be delicately correlated, trial and error is HOPELESS here.
What would be much more useful for scientific level modelling of planetary atmospheres, is a translation tool that correlates the Mie parameters as used in Celestia, with atmospheric parameters used in scientific publications. Such a tool could either be written in PERL or be a command line tool written in C/C++.
Please remember that appropriate GUI programming would, moreover, require coding in several graphical toolkits/OS's, NOT just Windows stuff!
Bye Fridger
I think that an update ssc key would be an excellent quick fix...
Press a key and any changes made to ssc files will be updated without closing Celestia...
The hard way is for me to spend days trying to implement the new atmosphere code... maybe months
Press a key and any changes made to ssc files will be updated without closing Celestia...
The hard way is for me to spend days trying to implement the new atmosphere code... maybe months
I'm trying to teach the cavemen how to play scrabble, its uphill work. The only word they know is Uhh and they dont know how to spell it!
Could a script...
-Display the current atmosphere parameters of an object to the user
-Update the atmosphere parameters in real time
-Allow the user to specify/adjust the parameters
?
If so, that would seem to satisfy a large part of the functionality of a atmosphere generator. It would just be missing saving.
-Display the current atmosphere parameters of an object to the user
-Update the atmosphere parameters in real time
-Allow the user to specify/adjust the parameters
?
If so, that would seem to satisfy a large part of the functionality of a atmosphere generator. It would just be missing saving.
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Asus A8N-SLI Premium nForce4 SLI
AMD Athlon 64 X2 4200+
2xeVGA GeForce 7800 GTX 256MB
2gb Dual Channel DDR (400) 3200