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Author Topic: Realistic rotations and orbits  (Read 4578 times)

Simbuilder5

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Realistic rotations and orbits
« on: December 16, 2011, 02:59:12 am »

Is there a way to make realistic orbits and rotations with the earth, moon and sun. Also, will there be eclipses?
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cameni

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Re: Realistic rotations and orbits
« Reply #1 on: December 16, 2011, 03:43:42 am »

Yes, the plan is to use available data for realistic positions of bodies. At the moment sun position is computed for given time of day and day of year.

Eclipses probably too, when there's some time to implement it for such a rare event, though we don't aim to be an astronomical simulator - there's plenty of those out there.
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TheSquiffy

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Re: Realistic rotations and orbits
« Reply #2 on: December 16, 2011, 06:03:25 am »

Yes, the plan is to use available data for realistic positions of bodies. At the moment sun position is computed for given time of day and day of year.

Eclipses probably too, when there's some time to implement it for such a rare event, though we don't aim to be an astronomical simulator - there's plenty of those out there.

Hi cameni,
even if not an astronomical simulator, do you think outerra will support/implement something to see other planets like:

http://4.bp.blogspot.com/-mC5hb3f7Wx8/TuCvHuwKwpI/AAAAAAAAANA/9GNwIUYv3U8/s400/TerrainWithTrees2.jpg

( taken from this blog: http://johnwhigham.blogspot.com/2011/12/seeing-wood-for-trees.html )

Sq.
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cameni

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Re: Realistic rotations and orbits
« Reply #3 on: December 16, 2011, 06:24:01 am »

Actually, for that you don't need anything special, just to render the other planet. Atmospheric lighting takes care of the rest. See, for example, this topic: http://www.outerra.com/forum/index.php?topic=158.0
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ZeosPantera

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Re: Realistic rotations and orbits
« Reply #4 on: December 18, 2011, 01:41:29 am »

we don't aim to be an astronomical simulator - there's plenty of those out there.

But how many have Games being made in them?..

none.
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BlankCache

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Re: Realistic rotations and orbits
« Reply #5 on: December 20, 2011, 02:31:38 pm »

Wow. So after the moon is rendered and I look up to the sky Ill see the moon and not some "skybox" thing?  Wow. Thats gona be awsome!!!
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venku122

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Re: Realistic rotations and orbits
« Reply #6 on: December 24, 2011, 04:14:42 pm »

Yes, the plan is to use available data for realistic positions of bodies. At the moment sun position is computed for given time of day and day of year.

Eclipses probably too, when there's some time to implement it for such a rare event, though we don't aim to be an astronomical simulator - there's plenty of those out there.
like Kerbal Space Program  :)
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C. Shawn Smith

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Re: Realistic rotations and orbits
« Reply #7 on: December 25, 2011, 04:56:21 am »

Wow. So after the moon is rendered and I look up to the sky Ill see the moon and not some "skybox" thing?  Wow. Thats gona be awsome!!!

Oddly enough, I know a little bit about the math regarding that, so if Cameni or Pig gets something wrong, they're GOING to hear about it if and when they implement it.

j/k ... I wouldn't know math from a cheese cracker.
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Simbuilder5

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Re: Realistic rotations and orbits
« Reply #8 on: January 03, 2012, 07:48:43 pm »

Would there be a problem with the earth hurdling 67,000 Mph around the sun?
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cameni

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Re: Realistic rotations and orbits
« Reply #9 on: January 04, 2012, 08:31:44 am »

It's matter of properly chosen reference frames. Ultimately, everything is converted into camera space for rendering. Positions of planets and moons are going to be computed in a solar coordinate system; to render the moon you'd add the difference of camera and moon positions to coordinates of objects in the local moon-space system .. etc.
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Simbuilder5

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Re: Realistic rotations and orbits
« Reply #10 on: January 05, 2012, 03:31:45 am »

Ok I think I understand.
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