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Forum » SpaceEngine » Feedback and Suggestions » Atmospheric variation. (Atmo. variation on different types of objects.)
Atmospheric variation.
arturuniverseDate: Sunday, 11.09.2016, 06:27 | Message # 1
Group: Users
Messages: 60
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Atmo. models on planetary bodies on SE were modeled by Eric Bruneton (one of the developers of ProLand), to simulate Earth-like atmospheres with the maximum of accuracy. Pherhaps, atmosferes have a lot of different variations depending on the body specs.
And no, Im not talking about atmospheric composition, but atmospheric models.
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Earth has an compact gradient atmosphere that variates pressure depending on the geographical location (Related: http://en.spaceengine.org/forum/8-3521-1), and Venus, has an dense, thick, regular atmosphere, with not much of variation.
And Pluto, has an disperse, very thin, atmosphere, wich is pretty cool:
And the moon, has an "atmo" of particles of dust flying around on the terrain.
As seen, all the bodies on planemo category have some type of atmosphere variation. But in space engine, this is kinda limited, having only Earth-Like, Venus-like, or gas giants atmospheres, and that is kinda boring.
So, the solution? Im definitely not an specialist, but I can say something based on research:
Basically, in real life, atmospheres are clusters of gas attracted to the planet by its gravitational pull. BOOM ,there it is. Gravity.
If the same coding use to classify planets is used on atmospheric models, it will be neat! Low gravity places have thin and disperse atmospheres, bodies above 0.5G can have an atmosphere of Earth-like appearence, and so on. Atmospheres in the game are renderend with ray-tracing, to not consume GPU, and create dynamic lightining whitout much of a lag. If atmospherics effects were added, it would be even easier to do this.

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Forum » SpaceEngine » Feedback and Suggestions » Atmospheric variation. (Atmo. variation on different types of objects.)
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