Procedural galaxy and streaming

I get some flickering and color banding now (the video compression make it worse than it actually is)

Hey crashmaster, thanks, I will try and look into that.

Got this weird error, any idea?

I think this might be due to the floating origin camera inheriting from FlyCamera. Making it inherit from UniversalCamera removes that error.

@Deltakosh maybe? :slight_smile:

I don’t have much experience on cameras beyond the FreeCamera and ArcRotateCamera unfortunately, this would need a PG reproduction :confused:

Ok I don’t like what I did but this:

class OriginCamera extends BABYLON.FlyCamera {
    constructor(name, position, scene) {
        super(name, BABYLON.Vector3.Zero(), scene);
        // start horrible hack
        this.inputs.attached.mouse._element = canvas;
        // end horrible hack
        <snip>

seems to fix it.

ok now stars can be picked and display stuff similar to what can be found in the data explorer (Ad Lumens - Data explorer).

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Now satellites (==planets) can be viewed (they are an ugly grey for now!) and you get the details from them. :slight_smile:

Am writing some blurb explaining the necessary changes related to this improvement.

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camera.attachControl(true);
and you are good :slight_smile:

hey thank @roland.

I had done that, otherwise camera would’ve been a no go :slight_smile: I read somewhere that the flycamera hasn’t been upgarded in a while? Could that be related?

The FlyCamera doesn’t support HTML element based input (when you move the camera by holding the left mouse button you can’t distinguish on which element you pressed the mouse button - this type of camera doesn’t need this feature)

I created a PR to fix the issue:

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sweet, thank you!:slight_smile:

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ok so related to an old post of mine (Spherical coordinates / orbits - #5 by CrashMaster) the planets are now placed where they should be along their respective orbits.

Coming up (I hope) is … movement :stuck_out_tongue:

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Before movement, starting to apply a bit more material: planets are now lit by their stars. They are small, hunt for them! :grin:

I need to find a way to highlight them…

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I was about to report a bug that multiple stars are not moving then I realized I have to clean the fly shit (or whatever) outta my screen :smiley: :smiley: :smiley:

I know I splutter all the time in front of my screen too :stuck_out_tongue_closed_eyes:

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Hi all,

A small quality of life update:

Where close by stars and planets are now highlighted by some overlays, whose appearance changes with proximity:

Hope you will llike it :slight_smile:

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Absolutely :heart_eyes_cat:

It’s very readable :ok_hand: loving it!

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another update probably coming online tonight, in spite of a major problem: moons & rings.

still no texture or movement, though…

the “debug” are for dumping useful stuff to the console on local :smiley:

the major problem: precision. I will try to explain what the problem is one of those posts…

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Precision is always the big hurdle for space scenes, do you use floating origin?

I do use it, yeah.

But only “one layer” deep.

So my problem is the following:

. systems (and so stars) are origin entities
. stars are instances, children of systems
. planets are transform nodes, as children of systems
. satellites/rings are transform nodes, children of planets

It all works nicely, until the coordinates inside and origin entity starts to suffer from precision loss. It’s especially apparent for:
. planets far away from the OE origin
. moons far away from planet origin

Any idea on how to improvce this?