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Messages - Hemlos

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Thanks Snoop, i appreciate that, i worked on this for a long time.
I updated it today, there was a few wonky things i needed to iron out.

Thanks Qedo!

As time progresses, planets merge, and less is rendered, thus increasing the fps.
Eventually it reaches 60 fps.

Galactic Formation Simulator 2021, inspired by Sir Isaac Newton.
Version 2.10418a (April 18,2021)

This is the entire library. Just compile and run, Enjoy!

If you have questions, ill answer them here.
I do not plan on doing many updates, yet, i will do one once in a while.
Feel free to use the SVS library and Galactic Formation Simulator application in any way you see fit.
- Neil


No star in this one, just matter in a circular field crashing and starting a planet / moon system.

This shot shows gravitational fields from the largest objects, and has vector direction.

This shot shows the gravity fields of the ring simulation:
Note: the lines represent only nearby actors, all objects affect all other objects motion, especially the star.

The 2 arm simulation, with gravity fields:

This is a saturn-like ring formation simulation, it ends with a handful of stable planets possibly with moons:


Download from Google Drive :

Download from SIA Skynet :

FAQ / Re: Missing Forums Attachments
« on: 2021-Apr-01 »

FAQ / Re: Missing Forums Attachments
« on: 2021-Mar-31 »
strange those all seem to be there for me.
if you have issue within a thread please post it there, so the author can see it, thanks.

I updated and tested this on win7 ide15.238 successfully.
Updated attachment is in the first message at the top of this thread.

SnooPI your attachment is dead (corrupted)
This subject is solved.

FAQ / Missing Forums Attachments
« on: 2021-Mar-31 »
GLBasic has had a server change in the past.
Resulting from the server switch, many attachments across the forums are dead linked.
Most of the dead attachments are still relevant, as most are working samples, algorithms, and/or libraries.

Speaking for myself here, I will update any attachments that are dead links.
I will try to update all of them as I come across them, and as they're reported dead.

If you come across dead links, please report them within the thread that they are found, for these forum threads are linked to the creators emails.

music/sound / Dolby Atmos 3d sound
« on: 2020-Oct-22 »
I built a theatre setup for my pc    :enc:

Has anyone considered a sound interface for atmos in GLB?  >:D

particle heaven

Announcements / Re: Comming up features
« on: 2020-Oct-21 »
is it backward compat?

GLBasic - en / Re: 3D and GLB
« on: 2020-Oct-21 »
I'd definitely be interested in some 3d tutorials. It's the old retro style 3d that interests me most so basic graphics and shading is no problem providing the speed is there.

GLBasic 3d is based on opengl.

There are many snippets to learn from on this board in the 3d section
Feel free to drop questions there, many of us are watching the boards and are able to help.

GLBasic - en / Re: 3D and GLB
« on: 2020-Oct-21 »
Not really Hemlos.
You can make a system close to a real 3d sound system but it will not be complete.
To simulate a real 3D sound environment, a function like MUSICVOLUME is missing.
A function that allows you to change the sound in real time is essential (SOUNDVOLUME?)

For example you have a radio in a room, the sound of this radio must increase or decrease in real time depending on whether the player is approaching or not.

Without a SOUNDVOLUME function, you will be able to give the illusion of a real 3D sound environment with short sounds, but if a sound is long, there will be a problem.

Yes, realtime panning and volume is important for precise audio positioning for situations like you described.
Using 2.0 audio channels, Dolby software reduces volume for sound in rear, we can emulate this easily.
It would sound even better if we can access a "fade" for sounds, for using 4.0 channel speakers.

GLBasic - en / Re: 3D and GLB
« on: 2020-Aug-23 »
3d sound can easily be emulated.
As any 3d sound system uses vector comparisons, GLB can too.
Using vector comparisons, you can change the volume for forward-rear, and use the balance left-right.
PS. don't forget the distance dimension heh.

I'm a hardcore Planetside 2 player, i appreciate great 3d sound performance and depend on it to get my points. And as a programmer, i can hear and see the flaws in the "true 3d sound" environment.

What most people consider amazing 3d sound, can be improved upon GREATLY in GLB using TYPE classes.
One major improvement would be to have sound calculated and changed according to objects and structures in the 3d environment. .......Like when you go into a place that might be sealed or block, so that sound isnt calculated as it it were produced 2 meters away, when it should be muffled or NULL.

IMO "true 3d sound" is a myth, and an over glorified lib. And with the features already implemented into GLB, you can easily create a small lib, for a sound entity that will sound far better than any so called "true 3d sound" environment.

Is Strafe, rise and advance even working here? Whatever I use, my camera "advances" only.?!

Pretty certain all the math is working.
Perhaps i can help you to get this function operating as expected?
Will you create an example to show how it isn't working?

Hi Erico, glad to hear from you too!
Nothing in specific for coding, just poking around once in a while, i still enjoy helping people with their codes, and math.

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