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Interesting, they have a web version available: https://stellarium-web.org/ https://stellarium-web.org/ Graphics performance and quality in browsers has impro
by qwertox 3y ago
Interesting, they have a web version available:
https://stellarium-web.org/ https://stellarium-web.org/
Graphics performance and quality in browsers has improved so much in the last decade.
- tomcam 3y agoAgreed, but I'm thinking this could have been done 15 years ago or more? Google Maps let you scroll around in real time way back when. Not correcting, just sort of asking--I'm way behind on how graphics coprocessors work these days.
- tkzed49 3y agoMaybe you could have used Shockwave or something? But until WebGL implementations were shipped in 2011, there was no 3D API accessible from Javascript. At the time, Google Maps just did 2D tile scrolling. I remember being super impressed when it started letting you zoom out to the globe like you could do in Google Earth.
- ummonk 3y agoIt's trivially easy to do 3D graphics using a 2D API if you don't need rasterized z-buffering (which Stellaris obviously doesn't).
- tkzed49 3y agoYou should try writing some code to pixel-shade a screen-sized canvas in JS (which you'd have to do to get the textured skybox). I don't think the performance would be usable, especially 15+ years ago.
- ummonk 3y agoYou simply chop up the textured skybox into tiles and then draw them using transform and drawImage. This was supported beginning in 2008. Sure it wouldn't be as perfectly accurate as a custom shader for rendering accurately rendering each pixel of a spherical skybox, but it would certainly be good enough.
- tkzed49 3y agoAlright, seems plausible in this case :)