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Orbit Tessellation developer diary for Kerbal Space Program 2

192 点作者 bmease大约 4 年前

8 条评论

modeless大约 4 年前
Space rendering is full of interesting problems like this. Another one is that single precision floating point doesn&#x27;t have enough precision to represent both planet scale and human scale in the same coordinate system (let alone solar system scale or galaxy scale), yet GPUs don&#x27;t support double precision well. So you have to make sure that you do calculations needing high precision on the CPU in double precision and only send the GPU coordinates it can handle, or your 3D models will get crunched by precision errors.<p>Another one is that a planet sphere renderer will often tesselate the sphere into quads in lat-lon space. Of course the quads are split into two triangles for rendering. However, at the poles, one of the triangles has zero area because two of its vertices are the same, the pole. Then when you texture map that &quot;quad&quot; with a square texture, half of the texture is not shown, and you get visible seams (Google Earth suffers from this artifact, or at least it did in the past). What&#x27;s less obvious is that this problem is present to a lesser extent in every quad on the sphere, because the triangle with the horizontal edge nearer the pole is smaller than the other, so half of the texture is stretched and half is shrunk. The fix is to use homogeneous texture coordinates.
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fy20大约 4 年前
One of the things KSP taught me is that orbital mechanics aren&#x27;t that complicated, but even so, pretty much all movies and TV shows about space were written by someone who doesn&#x27;t even know the basics.
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mypalmike大约 4 年前
I used a very similar approach to render airplane contrails in a flight sim back in the late 90s. The contrail had a binary tree representing the volume of space taken up by segments of the trail. Projecting this volume into screen space and comparing against a heuristic resulted in either rendering the segment or recursing down the tree for finer detail.
cas8大约 4 年前
KSP 2 has easily been my most anticipated game for a while now. It&#x27;s a bummer that there&#x27;s still a while to wait, but I&#x27;m hoping that it&#x27;s worth it.
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deepsun大约 4 年前
My biggest problem with trajectories in KSP was that they flip non-continuously once the trajectory passes through a sphere of influence. I believe it would be much clearer and easier if trajectories were continuously changing but just marked once they pass through a SoI.
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elil17大约 4 年前
My biggest question: who the hell plays KSP without the orbit map interface?
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esjeon大约 4 年前
I&#x27;m a bit puzzled here, after seeing the word &quot;screen-space&quot;. I&#x27;m no game dev, but I know that there&#x27;s tessellation shader for this very purpose. We can let the shader churn out more points on-demand in a separate step in the rendering pipeline. I think doing this in &quot;screen-space&quot; is a bit unnatural. (Just nitpicking.)
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avereveard大约 4 年前
can&#x27;t wait to see what they will be doing with multiplayer