Jump to content

  • Log In with Google      Sign In   
  • Create Account


Representing points projected onto a sphere in two dimensions


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
2 replies to this topic

#1 carterza   Members   -  Reputation: 108

Like
0Likes
Like

Posted 31 January 2013 - 03:58 PM

Hi and thank you for reading. Hopefully I'm posting this in the right forum.

 

I am working on a 2d space simulator and I'm trying to figure out the best way to create a realistic starscape.

 

The POV for the player will be from a spaceship's cockpit, very similar to the old Wing Commander games (Privateer is the one which I'm drawing most of my inspiration from).

 

I'm just getting started and one of the first tasks I'd like to complete is creating a realistic starfield. My plan initially was to procedurally generate stars on different layers to represent the distance of the player to the stars. This would give a field of depth but I quickly realized a flaw in my plans.

 

If the player pans the camera view I need the starfield to be representative of an actual celestial sphere. If the player pans left and then pans back to the right they should see the same starfield they were looking at previously. Same if they begin to move forwards and then move backwards.

 

I'm thinking that the best way to do this is to create an imaginary sphere if you will, and then to project points onto this sphere. At these coordinate projects I would render my sprites representing the stars.

 

Am I on the right track here in terms of how to accomplish this or am I way off. Could someone perhaps provide me with some reading material I could check out on any kind of formulas I could play around with to accomplish this? I'm admittedly pretty bad at math - coming from a server side web development background - so I would gladly accept any help I can get.

 

Thanks!



Sponsor:

#2 Bacterius   Crossbones+   -  Reputation: 8468

Like
0Likes
Like

Posted 31 January 2013 - 05:59 PM

I don't understand the problem. You could render your realistic starfield texture on a 3D sphere centered on the camera, perspective transformation will take care of the rest. Or are you doing something else?


The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.

 

- Pessimal Algorithms and Simplexity Analysis


#3 carterza   Members   -  Reputation: 108

Like
0Likes
Like

Posted 31 January 2013 - 09:52 PM

I don't understand the problem. You could render your realistic starfield texture on a 3D sphere centered on the camera, perspective transformation will take care of the rest. Or are you doing something else?

 

I don't want to render a 3d sphere... I want to procedurally generate stars but I don't want to render any 3d objects. If you look at this video - http://www.youtube.com/watch?feature=player_detailpage&v=py2OeGYhZVw#t=65s - and watch as he clicks and pans the camera around, that's the effect I want to simulate but in 2d.

 

What's a starting point for me to study to be able to create this kind of effect using only two dimensions?

 

Thanks again!






Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS