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This toolkit supplies data in higher spatial resolutions but I don't know what the technically feasible limit would be for the sim. For example, this dataset is available at up to 512 pixels per degree (~60m per pixel at the equator, better at high altitudes) https://pgda.gsfc.nasa.gov/products/67 Here's an interesting article on how the Kerbal Space Program devs approached this problem https://forum.kerbalspaceprogram.com/topic/205930-developer-insights-12-%E2%80%93-planet-tech/ |
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Would it make sense to offer levels that are hyper-detailed but limited regions? For example, Blender has been used to render photorealistic terrain for use by optical navigation sims: https://ntrs.nasa.gov/api/citations/20210023848/downloads/smith_scitech_2022_TRN_Blender_final.docx.pdf Most surface missions will be located in select areas, and orbital missions don't need terrain detail better than the height maps offered by the Moon CGI kit linked in the OP |
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A lot of "Globe"-related math could be found in this project |
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I need to wrap ideas about solar-system scale simulation. Post will be updated Based on KSP 2 blog, GMat, Basilisk, WorldWind, NASA CMS, and other:
From my perspective those are the most important things to address:
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Lunar Spatial Data Handling
Isn't it cool to walk on the Moon? Even in a simulation
Expected outcome
Being able to click on any location on the moon and have a decent 3D model of the location to traverse it using existing operators
Problem
High-quality 3D map of the Moon is crucial for mission planning. Such a map should be able to include several layers, like Rocks distribution, Dust dencity, etc.
Visualisation of mission location, and possibility to quickly try different ways to travers it would cool.
Planet-scale data storage is a solved problem with tons of existing solutions, howevert it's still a very trick task.
There are tons of open data sources, so ideally the whole pipilene of data merging to be implemented in an easy-to config way.
NASA Moon CGI Kit is a nice starting point. It has:
Solution
There is a an interesting MTerrain plugin designed to handle openworld games. For the lunar environment there could be a planetary level LOD generated, when at big distances it's just a texture.
H(lat, lon) - heigh of the terration at lat, log
In general the idea is to divide the whole lunar surface into chunks and have LODs. At some level chunk should have a decent quality and be to scale, allowing traversing of the area
Questions
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