Search found 1299 matches
- Wed Dec 30, 2020 4:57 pm
- Forum: Pioneer development
- Topic: System names generation - Italian variant
- Replies: 26
- Views: 682
Re: System names generation - Katakana-like variant
This is part of the code which mostly uses standard C++ and lives in a header // Copyright © 2008-2021 Pioneer Developers. See AUTHORS.txt for details // Licensed under the terms of the GPL v3. See licenses/GPL-3.txt #pragma once #ifndef KATAKANANAMEGEN #define KATAKANANAMEGEN namespace KatakanaName...
- Wed Dec 30, 2020 4:53 pm
- Forum: Pioneer development
- Topic: System names generation - Italian variant
- Replies: 26
- Views: 682
Re: System names generation - Katakana-like variant
... and the other half of them :) Maado Maamo Mabahi Mabakinyo Mabe Mabi Mabotezu Mabottomo Mabuni Mabunyu Mabusoya Mabute Mabuto Mabuyoba Mada Madaanyu Madaji Madehotto Mademe Madesa Mado Maetehe Maeyori Mafu Mafuugu Magame Magazo Magena Mageppu Magu Maguda Magun Maha Mahe Mahi Mahiru Mahoto Mai Ma...
- Wed Dec 30, 2020 4:52 pm
- Forum: Pioneer development
- Topic: System names generation - Italian variant
- Replies: 26
- Views: 682
Re: System names generation - Katakana-like variant
This is an example of the output from my katakana-like generator, attempted to generate 10,000 names, of which 9084 were unique. Unique names generated: 9084 Aakko Aba Abajunyu Abejuja Aberoza Abi Abioke Abo Aboho Abude Abuha Achi Achimito Achu Achufumi Achun Ade Adekkani Adekochi Adokkanoh Ae Aga A...
- Thu Nov 26, 2020 3:27 pm
- Forum: Pioneer development
- Topic: Compiling Pioneer for Raspberry Pi (ARM)
- Replies: 43
- Views: 77537
Re: Compiling Pioneer for Raspberry Pi (ARM)
Interesting! If we had a Vulkan renderer we'd be able to run on Pi4 pretty comfortably.
Not super fast, terrain would be slow still, but pretty decent I'd expect
Not super fast, terrain would be slow still, but pretty decent I'd expect
- Sat Nov 14, 2020 5:05 pm
- Forum: Projects
- Topic: Terrain Texturing
- Replies: 19
- Views: 7277
Re: Terrain Texturing
<The-EG> fluffyfreak: yeah height and temp would be good for planets with atmosphere. and for the multiple LUTs...maybe use different channels? Each LUT could technically have 3 different versions in a single file... <The-EG> not sure if I already mentioned that or not <The-EG> or even 4 if you are...
- Sat Aug 29, 2020 3:08 pm
- Forum: Pioneer development
- Topic: Proper "real" stars in pioneer?
- Replies: 22
- Views: 26028
Re: Proper "real" stars in pioneer?
I found this site http://galaxymap.org/drupal/node/45 It's ... well it's a long term project with a LOT of detail about many things, aggregating a bunch of info and I've only just started to scratch the surface. Mapping the galaxy in whole is not currently possible but this site seems to have lot of...
- Fri Aug 21, 2020 8:51 am
- Forum: Projects
- Topic: Moving to gitLFS (using gitlab)
- Replies: 1
- Views: 148
Re: Moving to gitLFS (using gitlab)
Sounds like a good idea to me, no strong feelings about LFS beyond it being a weird hack around Git's limitation :D
- Thu Aug 13, 2020 9:24 am
- Forum: Other space games
- Topic: Open source flight sims
- Replies: 2
- Views: 245
Re: Open source flight sims
There is something beautifully appealing about the low-poly graphics of that Vertigo flight sim
- Thu Jul 30, 2020 4:03 pm
- Forum: Pioneer development
- Topic: Art inspiration album
- Replies: 123
- Views: 164281
Re: Art inspiration album
Well this is very pretty
https://arstechnica.com/gaming/2020/07/ ... s-flights/
https://arstechnica.com/gaming/2020/07/ ... s-flights/
Re: Cities
The city generation from OSM reminds me of how Microsoft Flight Simulator does it, builds building geometry on the fly, along with a LARGE library of pre-built generic builds, and finally landmark builds like the Golden Gate Bridge, Westminster Palace, etc.