judnich / kosmos Goto Github PK
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License: BSD 2-Clause "Simplified" License
A virtual 3D universe in your web browser.
License: BSD 2-Clause "Simplified" License
Hi judnich,
First of all, congratulations. This is amazing and utterly beautiful. Great job! It reminds me of Kerbal Space Program which is one of the most beautiful games I've ever played.
That said, have you ever thought of adding atmospheres to some planets? I saw that there are rocky surfaces (like the first body that resembles the Moon) and some different surfaces (like the purple planet). I think it would be very interesting if there was atmospheres to some of those different kinds of dirt, because it's the atmospheric gas wich gives "color" to a space body.
It's just an idea, and I don't even know if you're still developing this, but what you think?
I am using Firefox on x64 Linux.
When I first see a planet in Kosmos from a significant distance away, it is very detailed, and looks just like a real planet (although the detail cannot be seen easily in this screenshot):
However, when I approach the planet, it suddenly loses all detail, and becomes an ordinary one-colored sphere:
As seen in these screenshots, the planet loses detail when viewed close-up. This happened with every single planet I ever saw up close.
First of all, congrats on realeasing this really cool project. I find the variation of planets very interesting and the details are just amazing when you get close to the surface. I assume its all done in the shaders without textures. Right?
Im not sure what is causing the slow down since this is relatively simple demo from the technical standpoint. Perhaps you are not doing frustum/distance culling or you havent implemented LODs for shaders and geometry... Ill take a closer look at your code later.
I wouldn't blame this on ANGLE since the demo kernel panics my OSX machine with a decent GPU. Im not saying that this kind of behavior should be expected from any WebGL implementation. On the other hand... most of these issues are to be blamed on shitty OpenGL drivers from GPU manufacturers. That is the whole reason why ANGLE project exists in the first place.
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