kinslayer
2006.03.13, 03:03 PM
I'm in the process of starting a new project. It's fairly ambitious and aims at something like the Windows program Orbiter (http://orbit.medphys.ucl.ac.uk/orbit.html).
The main reason for undertaking this is my interest in space exploration and science, and the fact that Orbiter is closed source (and using D3D, which would be a problem even if it was open source).
I'm hoping to release this with a GPL license, though with a linking exception, allowing you to release closed source plug-ins.
I'd wish to support X11 (through SDL, GTK or GNUstep) and Mac OS X through a native interface written in Cocoa (of these, I will implement the Cocoa interface first and formost). I also intend on implement tests for relevant functionality with the OCUnit framework.
At the moment I am doing a pre-study of what have to be done. The basic outline of the project is as follows:
1. Celestial sphere simulator, i.e. the part that paints the sky. I intend on writing a FITS-parser (standard astronomical data format) to load star charts for this. Other than that, this shouldn't cause any overly big problems.
2. Celestial mechanics simulator. The simulation of planetary and satellite orbits.
3. Flight models, and plug-in system allowing one to design new instruments and space craft, in custom dynamically loaded code.
I'd expect this project to go on for some considerable time, non the less it is certainly something that I'd like to do.
Anyway, I am interested in input about what one would expect from such a simulator. Also, any other relevant ideas would be greatly appreciated.
Ideas such as what kinds of scenarios do people expect to be included, e.g. moon landing, Apollo 13, emergency EVA-repair of micro meteorite induced leaks on spaceship / ISS (with a strict deadline naturally).
I am also looking for a GPL-compatible physics engine (although I could write my own if needed), is the ODE engine any good?
The main reason for undertaking this is my interest in space exploration and science, and the fact that Orbiter is closed source (and using D3D, which would be a problem even if it was open source).
I'm hoping to release this with a GPL license, though with a linking exception, allowing you to release closed source plug-ins.
I'd wish to support X11 (through SDL, GTK or GNUstep) and Mac OS X through a native interface written in Cocoa (of these, I will implement the Cocoa interface first and formost). I also intend on implement tests for relevant functionality with the OCUnit framework.
At the moment I am doing a pre-study of what have to be done. The basic outline of the project is as follows:
1. Celestial sphere simulator, i.e. the part that paints the sky. I intend on writing a FITS-parser (standard astronomical data format) to load star charts for this. Other than that, this shouldn't cause any overly big problems.
2. Celestial mechanics simulator. The simulation of planetary and satellite orbits.
3. Flight models, and plug-in system allowing one to design new instruments and space craft, in custom dynamically loaded code.
I'd expect this project to go on for some considerable time, non the less it is certainly something that I'd like to do.
Anyway, I am interested in input about what one would expect from such a simulator. Also, any other relevant ideas would be greatly appreciated.
Ideas such as what kinds of scenarios do people expect to be included, e.g. moon landing, Apollo 13, emergency EVA-repair of micro meteorite induced leaks on spaceship / ISS (with a strict deadline naturally).
I am also looking for a GPL-compatible physics engine (although I could write my own if needed), is the ODE engine any good?