New accretion disk method (WORK IN PROGRESS)
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Two possibilities I can think of, for use in the Orion's Arm Universe; a spherical dyson swarm (which at the moment I have modelled using thousands of tiny tetrahedra, but it is still much too grainy) and a dyson swarm made of nested tori, as suggested by Bob Jenkins
Bob Jenkins has a page about his concept here
http://burtleburtle.net/bob/scifi/dyson.html
the OA image I have made for the 'nested tori' concept is here
http://img258.imageshack.us/img258/5873/jenkinszg4.jpg
and for a spherical dyson swarm I have made this image
http://www.orionsarm.com/civ/dysons.jpg
but a particle based image would be so much better.
Could a non-flattened torus be possible?
Jolly nice for making T Tauri stars, too.
Bob Jenkins has a page about his concept here
http://burtleburtle.net/bob/scifi/dyson.html
the OA image I have made for the 'nested tori' concept is here
http://img258.imageshack.us/img258/5873/jenkinszg4.jpg
and for a spherical dyson swarm I have made this image
http://www.orionsarm.com/civ/dysons.jpg
but a particle based image would be so much better.
Could a non-flattened torus be possible?
Jolly nice for making T Tauri stars, too.
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Topic authorCham
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Another experiment : Thick shell of dust. Preparing for the first true 3D volumetric nebula (planetary nebulae at first). Of course, this is just a preliminary. I'll add all sorts of thickness variations, colors, cold dark clouds, etc. Can't wait for Chris's implementation of sprites for the fuzzy and continuous rendering...
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
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Topic authorCham
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FaLLeN_SOuL wrote:how do i install the files you provided in the zip?
Just put the "test" folder in your "extra" directory. That's all. Select "Test 0" in Celestia then go.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
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Topic authorCham
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El Christou had a great idea to use one of my ring models to reveal the asteroids belt in the solar system, without a mess of labels/orbits :
The only problem, is the luminosity/opacity of the model at long range :
We really need an option, in the SSC or in the CMOD file itself, to tell Celestia to add a decrease of luminosity or opacity over distance. Then all sorts of things would be made possible with this technique.
The only problem, is the luminosity/opacity of the model at long range :
We really need an option, in the SSC or in the CMOD file itself, to tell Celestia to add a decrease of luminosity or opacity over distance. Then all sorts of things would be made possible with this technique.
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
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This would also be really neat as an Oort cloud representation. Perhaps this and the asteroids could be something that could be turned on and off somehow? Maybe a toggle in the menu? Chris?
edit: as particles in a ring system as well
edit: as particles in a ring system as well
Homebrew:
WinXP Pro SP2
Asus A7N8X-E Deluxe
AMD Athlon XP 3000/333 2.16 GHz
1 GB Crucial RAM
80 GB WD SATA drive
ATI AIW 9600XT 128M
WinXP Pro SP2
Asus A7N8X-E Deluxe
AMD Athlon XP 3000/333 2.16 GHz
1 GB Crucial RAM
80 GB WD SATA drive
ATI AIW 9600XT 128M
- Hungry4info
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Wow, very nice indeed!
This paves the way for a debris disk add-on. I've been putting rings around model-less planets at the centres of stars to simulate disks for a while... but this is better by far. As the person before me said, ring systems would be a good idea too. The current saturn-rings.png could be used like a template, much like how galaxies are now with 1.5.0. From viewd afar, Saturn's rings would look "normal", but close up, you begin to see the individual dots. It would probably take quite a few, but still, this has obvious applications to ring systems.
This paves the way for a debris disk add-on. I've been putting rings around model-less planets at the centres of stars to simulate disks for a while... but this is better by far. As the person before me said, ring systems would be a good idea too. The current saturn-rings.png could be used like a template, much like how galaxies are now with 1.5.0. From viewd afar, Saturn's rings would look "normal", but close up, you begin to see the individual dots. It would probably take quite a few, but still, this has obvious applications to ring systems.
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics
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CMOD files now support point sprites, which should be ideal for this sort of work. There is a new primitive type sprites which can be used in conjunction with the new attribute pointsize. texture0 of the current material becomes the sprite image. Here is a very simple example cmod with three point sprites:
When using sprites in a cmod, the pointsize attribute must be present in addition to the position. The units of pointsize are the same as for vertex positions.
--Chris
Code: Select all
#celmodel__ascii
material
diffuse 1 0 1
texture0 "flare.jpg"
end_material
mesh
vertexdesc
position f3
pointsize f1
end_vertexdesc
vertices 3
0 -1 -1 0.5
0 1 1 0.1
0 -1 1 0.1
sprites 0 3
0 1 2
end_mesh
When using sprites in a cmod, the pointsize attribute must be present in addition to the position. The units of pointsize are the same as for vertex positions.
--Chris
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Topic authorCham
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Now I'm extremellly excited ! Too bad I have to go to work right now !
Please Chris, I also need an option to make the CMOD's luminosity (emissivity) variable with position, so the model can fade away with distance. Anybody (with or without OGL2) should be able to use that option (while sprites are usable with OGL2 only). That way, many new addons would be possible, of various types (with AND without sprites).
Please Chris, I also need an option to make the CMOD's luminosity (emissivity) variable with position, so the model can fade away with distance. Anybody (with or without OGL2) should be able to use that option (while sprites are usable with OGL2 only). That way, many new addons would be possible, of various types (with AND without sprites).
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
Re: New accretion disk method (WORK IN PROGRESS)
Everything is very nice,but WHICH computer will be able to handle SUCH COMPLEXITY?
I think we will need at least a dual core,2GB of RAM and a 512 MB video card like the Geforce 8 series.So I expect that will take at least 1 year to such things to become reality,because the only thing I can change in my computer until the half of 2008 is a LCD monitor and maybe another HD of maybe 400 GB.ONLY THIS!
Another thing that worries me is that Celestia is each time more DIY and almost NO complex addon had been launched in the last months.It??s a lame that we??ll have only the basic package and the rest will be YOUR PROBLEM.If you can??t understand Computer Programming Language,you will have NOTHING AT ALL...
[unnecessary message quote deleted ...s.]
I think we will need at least a dual core,2GB of RAM and a 512 MB video card like the Geforce 8 series.So I expect that will take at least 1 year to such things to become reality,because the only thing I can change in my computer until the half of 2008 is a LCD monitor and maybe another HD of maybe 400 GB.ONLY THIS!
Another thing that worries me is that Celestia is each time more DIY and almost NO complex addon had been launched in the last months.It??s a lame that we??ll have only the basic package and the rest will be YOUR PROBLEM.If you can??t understand Computer Programming Language,you will have NOTHING AT ALL...
[unnecessary message quote deleted ...s.]
Re: New accretion disk method (WORK IN PROGRESS)
This is not something that will give your machine much trouble. In fact, it??s much more memory-efective than defining each point as a separate model (like the way stars or asteroids are done, and your machine can draw them just fine).danielj wrote:Everything is very nice,but WHICH computer will be able to handle SUCH COMPLEXITY?
danielj wrote:Another thing that worries me is that Celestia is each time more DIY and almost NO complex addon had been launched in the last months.
Danielj, we have been here before. Complex addons are far between because they are a lot of work, so it takes a lot of time to create them. I have Add-Ons in the pipe i have worked on for years, for example. I know of others, too, just from reading the forums.
This isn??t a paid job. It??s just fun... And so it is done in people??s free time. If you are lucky, sometimes someone will actually publicize something you might like. Of course one can turn out tons of crap in a couple of hours, but you would not like that... So stop complaining and just be grateful when you find a gem.
- rthorvald
Daniel,
The point-sprite function, which is new to Celestia's CMOD model file, is not all that new in Celestia. It's the same thing that's used for drawing Celestia's galaxies, but now it is available for Addon creators to use. Point sprites also are used by most 3D computer games to do things like fog and smoke. I suspect you may have a few games like that already
The point-sprite function, which is new to Celestia's CMOD model file, is not all that new in Celestia. It's the same thing that's used for drawing Celestia's galaxies, but now it is available for Addon creators to use. Point sprites also are used by most 3D computer games to do things like fog and smoke. I suspect you may have a few games like that already
Selden
You know, we could just produce material and develop so we cater to the most low-end system out there, but then Celestia would be something like this:
Code: Select all
You are in the Solar system at a distance of 1 AU from the Sun. You can see the Earth.
> TURN LEFT
You can see the Moon.
> GO FORWARD
You are next to the Moon. You can see the Mare Tranquillitatis.
> GO TO ALNITAK
You travel across the light years of space to Alnitak. You see an O-type supergiant star.