SpaceEngine - a free space simulation program that lets you explore the universe in three dimensions, from planet Earth to the most distant galaxies...
Great news! Crowdfunding for SpaceEngine has reached its first milestone - $15,000. As mentioned on the funding page, this means that I am now able to move away from my day job and start working on SE full time. My hope is that SpaceEngine 1.0 will see light within a year, though the exact time is impossible to know for sure. The next funding milestone is $80,000, which will fund the development of the single-player space exploration game.
As you may notice, I was forced to increase the amounts needed for different goals. The original estimates were too optimistic. Based on further analysis and experience, I have come up with the current goal list. It is much more realistic than the original, and it should be very possible to achieve the goals listed at the given amounts. This version is the best possible representation of the current plan, though is still possible that the amounts or the goals themselves might be changed in the future. I apologize for any confusion or inconvenience this may cause.
Thank you all very much for your support!
Latest tweets from @spaceenginesim
20 minutes playing SE in Oculus Rift T.co
Nov 21 2014, 6:29am
Quickly made feature - planet chart. WIP, still have some bugs. T.co
Nov 7 2014, 6:29pm
SpaceEngine now supports joysticks and gamepads, up to 16 devices simultaneously. T.co
May 24 2014, 5:04pm
SpaceEngine has reached $15 000 in funding! T.co
Apr 21 2014, 2:49pm
Procedural animated stellar corona T.co
Feb 5 2014, 11:34am
@kalebmurphy No, I perform all computations in double on CPU. Compute matrices, vectors etc, and pass them to the shader as float uniforms.
Feb 1 2014, 6:27am
@kalebmurphy I using local camera for each terrain node. My camera is in double, only final node's matrix is converted to float.
Jan 31 2014, 5:25pm
@kalebmurphy I just generate a terrain chunk on GPU (height texture, vertex data, normal map and color map) and render it.
Jan 31 2014, 1:07pm