| MPL3D SOLAR SYSTEM - V1.2 Features Status |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Ready to go
live |
|
Condition: |
Released |
|
|
|
|
|
| |
Can go live as it is |
|
|
|
|
|
|
|
|
| |
Not ready |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Base Features |
Name |
Status |
Status |
Status |
Estimated
time remaining |
Description
/ Status |
Requester |
|
|
1 |
Logarithmic brightness system |
|
|
100% |
|
New logarithmic brightness system for the stars and the
starfield. It is based on the real apparent magnitude of the stars, that fits
the logarithmic perception of the human eye, giving a more natural sensation
to the star rendering. |
m22587a |
|
|
|
|
|
|
|
|
|
|
|
|
2 |
New star
flare system |
|
|
100% |
|
Improved
starfield, that applies the logarithmic brightness system and is affected by
the 'solar filter' option, as well as new textures for star flares and
atmospheres, to be applied accordingly. |
Dark Coder
/ MPL3D / m22587a |
|
|
|
|
|
|
|
|
|
|
|
|
3 |
New particle
System |
|
|
100% |
|
New 3d
particle system for stars, including new appearance, new behaviour and more
flexibility. This development has been forced due to the exponential camera
zoom feature. |
MPL3D / Public |
|
|
|
|
|
|
|
|
|
|
|
|
4 |
Camera speed
algorithm |
|
|
100% |
|
New camera
speed algorithm. The camera speed is now directly proportional to the
distance to the surface of the closest body. In this way, the closer the
camera gets to the surface, the slower it goes, allowing a much better
control. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
5 |
Camera
collision system for the solid bodies |
|
|
100% |
|
This
prevents the camera from entering the planets interior (as well as stars,
etc.) For example, the orbiting bodies will 'push' the camera if the camera
lies in its orbital path. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
6 |
Exponential
camera zoom |
|
|
100% |
|
Exponential
camera zoom for planets and moons. Right now, it allows to get 10,000 times
closer to these bodies, enhancing the experience of large magnitudes in sizes
and distances. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
7 |
Planetary
shaders |
|
|
100% |
|
Atmosphere
shader, for planets with atmosphere,
normal map shader for rocky bodies when available, and planetary ring
shader for planets with ring system. Shaders integrated, configured and
tested. |
Dark Coder
/ m22587a / Public |
|
|
|
|
|
|
|
|
|
|
|
|
8 |
Shadow
shader |
|
|
100% |
|
Current
stencil shadows have been improved to allow soft shadows, and they will make
the job for V1.2. Shadow shader implementation itself has been postponed for
next version, due to technical reasons. |
MPL3D /
Dark Coder / Public |
|
|
|
|
|
|
|
|
|
|
|
|
9 |
Better
textures for the main planets |
|
|
100% |
|
Textures
integrated and applied, pending packaging. V1.2 includes textures up to 4k
when available. For the future: to develop an automatic download system
with two final package versions, the
LITE one, with automatic downloading system for extra textures, and the FULL
version, that would include all textures. |
GalaxyExplorer
/ Public |
|
|
|
|
|
|
|
|
|
|
|
|
10 |
Implement
VSOP87 |
20% |
|
|
Delayed for
next version |
Algorithm
designed but not implemented or integrated. Used to improve planetary
positions accuracy. |
m22587a |
|
|
|
|
|
|
|
|
|
|
|
|
11 |
Additional
solar system bodies |
20% |
|
|
Delayed for
next version |
Data
gathered but not implemented or
integrated. |
m22587a |
|
|
|
|
|
|
|
|
|
|
|
|
12 |
Visual
magnitude revised for variable stars |
|
|
100% |
|
Corrected
magnitude (based on General Catalogue of Variable Stars) for stars like
Betelgeuse. |
m22587a |
|
|
|
|
|
|
|
|
|
|
|
|
13 |
Visual
magnitude calculation and output |
|
|
100% |
|
Apparent
magnitude from the point of view is calculated and can be read when
'Scientific data' is ON ("d" key). |
m22587a/MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
14 |
Star surface
shader |
|
|
100% |
|
This set of
effects allow to display custom rgb colours for stars and star surface. This
results into 380 different real star colours, based on spectral class. It
also adds a fresnel effect to the surface of the stars. |
m22587a/MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
Secondary features |
Name |
Status |
Status |
Status |
Estimated
time remaining |
Description
/ Status |
Requester |
|
|
15 |
Brightness compensation |
|
|
100% |
|
The brightness compensation algorithm is a part of the new
logarithmic brightness system. It causes a 'blind' effect based on the visual
magnitude of the brightest body in the screen, and its distance to the center
of the screen. It will fade out the brightness of all the dimmer bodies that
are in the screen. This option can be set On/Off independently. Default value
is On. |
m22587a |
|
|
|
|
|
|
|
|
|
|
|
|
16 |
Gravitatory
system |
|
|
100% |
|
Additonally
to the new particle system, a gravitational trajectory system has been
developed for the particles. Particles are pulled by the gravity of the
stars. This force of attraction depends on the mass of the attracting star
and the distance to its surface. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
17 |
Surface
oscillation algorithm |
|
|
100% |
|
Improved
algorithm that causes an smoother movement of the surface. New movement is
based of star size, and affects amplitude and speed of the oscillation. The
bigger the star, the more the amplitude and the lower the speed (frequency). All stars result in different oscillations,
and big stars like Betelgeuse now wobble. |
MPL3D /
m22587a |
|
|
|
|
|
|
|
|
|
|
|
|
18 |
Nebula
effect retouch |
|
|
100% |
|
Improved transition for entering the
nebulas. Overall improved nebula effect. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
19 |
Solar
atmosphere retouch |
|
|
100% |
|
Improved
solar atmosphere effect for close distances and star close-up. Only viewable
when option is set to Max. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
20 |
Sagittarius
A* black hole improvements. |
|
|
100% |
|
Orbit the
rogue star that is swallowed by the Sagittarius A* black hole. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
21 |
3d sounds |
|
|
100% |
|
3d
positional sound for the stars. The vibrations of the surface of a star, can
be traduced into sounds, that are here applied as a tremble effect. Based on
star size, the bigger the star, the lower the speed of the sound
(~frequency), this makes almost every star to have its own sound. |
Brunelesky |
|
|
|
|
|
|
|
|
|
|
|
|
22 |
Additional
dialogs and options |
|
|
100% |
|
Various
dialogs to set simulation values. Additional options and dialogs will be
added as needed. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
23 |
Angular size
in pixels |
|
|
100% |
|
Use angular
size algorithm to improve performance, while lowering object pop-ups. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
24 |
Dynamic
Level of Detal System (LOD) |
|
|
100% |
|
New level
of detail (LOD) system based on angular size. The LOD system always base its
detail in the general quality mode for objects and textures, HIGH/MED/LOW,
that are to be set before launching the simulation. See the 'Configuration'
menu. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
Other Tasks |
Name |
Status |
Status |
Status |
Estimated
time remaining |
Description
/ Status |
Requester |
|
|
25 |
Apply changes to production |
|
|
100% |
|
Copy clean code to production environment. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
26 |
Re-packaging |
|
|
100% |
|
Package new
media. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
27 |
Integration
testings |
|
|
100% |
|
Test
release version. |
MPL3D |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|