Star browser upgrade

I made something you are really like - the parametric planet searcher. It is an option for the old star browser: ability to set up a planet/moon parameters filter. Once set up, the searcher will examine each generated planetary system and count the number of...

Lava update 2

Trying to make lava flows: Ice and flame :) Also added some albedo variations to make uniformly colored planets more interesting: [bafg id="4862"]...

Lava update

I'm working on lava. It appear a way more complex than I expected. In this version I will not implement animated liquid lava layer (like water layer) - it is too complex, because it requires elevation map and smoothing pass. Too many work for now....

3D water on Earth

Earth with "3D" water layer (the same water as used on procedural planets in SE). I used textures made by PBC (BMNG + sea bottom, SRTM + sea bathymetry). Full texture pak: Clouds disabled: Clouds and water disabled: Some surface view: Fun with editor: change sea level Full Earth texture pack...

Permanent and night side lights

Io: volcanos map is implemened not as a thermal emission map, but as a usual RGB lights map, i.e. shines permanently. Earth: city lights is also RGB map, but behaves differently: lights are fade out at a daytime. ...

Thermal emission

Working on thermal emission on planets: lava, volcanoes, hot jupiters. ...

Joysticks and gamepads support

Recently I was working on implementing support of joysticks and gamepads, and now it may be considered as 'ready'. Above is my test configuration (Logitech Extreme 3D Pro, 3D Connection SpaceNavigator, and XBox360 controller). Now SE supports up to 16 controllers simultaneously. You can assign...

Stereoscopic 3D support 2

Now (almost) all 3D modes are ready! Here is a set of example screenshots: No 3D: Anaglyph: Vertical anamorphic stereopair with interlacing: Horizontal anamorphic stereopair with interlacing: Vertical anamorphic stereopair: Horizontal anamorphic stereopair: Oculus Rift: You can see a lot of settings in each mode: interpupillary distance, 3D depth, swap left/right, interface depth...

Oculus Rift support development 2

Made separate rendering of the GUI and the frame for Oculus Rift (so HDR, FXAA and so did not affect the GUI). But because the GUI texture resolution is bigger than its image on the final frame, there is an undersampling of texture obtained, resulting...