Roadmap #5
Replies: 6 comments 8 replies
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For the starfield, I've written an implementation using the HYG catalog you are welcome to use: https://gitlab.com/godotuniverse/starfield. |
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I thought about using a binary format. If I expand into the Gaia dataset i
probably will.
Even though 1 unit=1 parsec, I set the depth to 0.99999 so it always
renders in the background. I have my local solar system scene as normal
(still need to compile the engine for doubles), and then change the
position in the Star field node in code if I have any big movements.
Example here:
https://gitlab.com/croxis/itf/-/blob/main/systems/test_system/test_system.gd
…On Mon, Mar 27, 2023, 5:50 PM Charlie Whitfield ***@***.***> wrote:
For the starfield, I've written an implementation using the HYG catalog
you are welcome to use: https://gitlab.com/godotuniverse/starfield.
Thanks! I had forgotten even where I saw the star data. I'll probably want
to crunch a subset into binaries the way we do for asteroids.
Btw, I noticed you used 1 Godot unit per parsec. We used to set 1 unit per
1e13 meters (or something like that) to work at all. However, at some point
in 3.x development that became no longer necessary. We now use 1 unit per
meter and it works fine at solar system scale. I don't know about galactic
scale though...
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Happy to help with the port to Godot 4.1, how could I contribute? |
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I used this as inspiration to dust off my Blender skills. I now have a modeled Voyager 1/2 (not textured yet) and am working on a Tiangong. There will be some new assets to add to iVoyager when you get back from The Rock! |
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Will do!
I expect to review the code by the end of this week, and once it's done I'll make a new Discussion with my ideas. BTW we are also in touch via Twitter
------- Original Message -------
…On Monday, July 17th, 2023 at 8:08 PM, Charlie Whitfield ***@***.***> wrote:
Might be good to start two new discussion threads for the 4.x port and subsequent architecture changes/improvements. You can start that if you want.
(I want to port before any other work, and don’t plan any further support for 3.x.)
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I should post here so it looks like I'm doing something... Our major restructuring into a set of Godot Editor plugins was mostly done in v0.0.17. In v0.0.18 I'm currently splitting off the system we use for saving the procedural tree into a gamesave file and rebuilding it on load. See new repository ivoyager_tree_saver. I built the asset loader in v0.0.18! No more manual download. The ivoyager_core plugin will prompt you and do all the work. I added new item to the list: A class wiki for developers! The idea is to document everything using the new in-editor doc system, export as xml, convert to markdown pages, then add that to a new GitHub wiki pages. (The hard part is the "convert" step.) |
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This is a work-in-progress todo list for I, Voyager. The list will evolve over time, and I'm happy to discuss possible additions. If you wish to contribute, please let us know what you are working on. I'm eager to see our first contributor pull-request!
This list does not limit you! If you want to contribute something different that you think would be useful to others, please do make it and post in FOSS Tools & Addons. Also feel free to discuss any projects at any stage, free or otherwise, in Projects.
[2023 August Update] Migration to Godot 4.x is underway! Go here to track progress. After the 4.x migration, our API will stabilize as we move on to betas and then "v1.0" release.[2023 November Update] The Godot 4.x migration is really done. I'm just waiting for Godot 4.2.official with HTML5 export fixes before calling it official. It looks like we have a working web Planetarium now using 4.2 betas: link.
Things I consider priorities, but I'm either not doing or can't do by myself (we need contributors!):
Fix the Shadows Bug. Someday. It's issue number 1 (literally) dating back to early 3.x versions. I've gotten nowhere after countless hours...fixed!Things I'm working on:
Add an assets loader that manages ivoyager_assets directory version and downloading.[It's in v0.0.18!]Restructure "ivoyager" (the 3.x core submodule) into a set of Godot Editor plugins: ivoyager_core, ivoyager_table_importer, ivoyager_tree_saver.[Done in v0.0.18!]Stand alone "apps" for the Planetarium for various platforms with digital sigs and self-updaters (probably using Electron, but I'm not sure).[Even better: We got a Progressive Web App with v0.0.10!]User can select whether camera tracks with body orbit (as it does now), ground (constant latitude, longitude) or neither.[released in v0.0.7!]AsteroidPacker addon. This is what turns source data into the asteroids binaries. It's currently repository asteroid_importer, but doesn't work with current versions. It'll be renamed "asteroid_packer" and polished up a little.Done! See ivbinary_maker.Fixing errors in 3RD_PARTY.txt and possible clarification elsewhere on our website. This is mainly a concern for commercial projects: specifically, some of our "maps" are of ambiguous provenance. These were made by various space enthusiasts mostly in the '90s and ended up at NOAA ftp sites, with no attached copyright info. (All could be remade from public domain NASA images, if it comes to that...)done in v0.1!Ability to select an asteroid/comet/whatever from a point-graphic on the screen. The 48,000+ asteroid points are positioned by the GPU. Godot 4.0 will allow us to communicate those coordinates back to the CPU so you can select individual asteroids with a mouse-click.[Done! I coded some pretty wild shader magic to do this in v0.0.14.]Ongoing improvements. I may get around to any of these at any time. But progress more likely depends on contributors:
shadows(fixed), maybe a little sun flare, etc.A planet rings shader for Saturn! Some resources for that here.[Done! v0.0.14]Not specifically a priority (for me), but I'd love to have in official I, Voyager...
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