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"Stephen" <mcavoys_AT_aolDOT.com> wrote:
> is the same apparent size?
> underwhelming as seeing a pinprick and knowing it is a moon.
I was thinking of making it look as it is in reality, but without using the
exact dimensions and thus suffering accuracyitis in POV-Ray. Either moving
it closer and making it smaller, or maybe even *actually* painting it on the
inside of a sky sphere, or whatever solution seems easiest!
On the other hand, there's nothing wrong with exaggerating for effect either
:-)
> > With the Ringworld, the issue was that the structure itself was visible at
> > all distances, and so couldn't be faked realistically. And, remember what I
> > did to give it an atmosphere... :)
> Give a link please, Bill. Old age has withered my memory
Hopefully this'll fit in the window:
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4360929f30852916731f01d10@news.povray.org%3E/
Bill
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"Stephen" <mcavoys_AT_aolDOT.com> schreef in bericht
news:web.45816f0967574c2cf1cb1e660@news.povray.org...
>
> Hmm. "You are in a maze of twisty passages, all alike." Don't know, never
> wasted any work time playing it. It was before my time. Computers are only
> used for serious work.
> I give in, what? :-)
>
Colossal Cave. It was the first (text) game I ever played in my life,
somewhere in the late 1970's or early 1980's. I learned a lot from it.
Inspired me to start my own game in Fortran, based on the novel Gateway.
Never finished it of couse.
I don't know. It just surfaced in my memory.
Thomas
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"Bill Pragnell" <bil### [at] hotmail com> wrote:
> "Stephen" <mcavoys_AT_aolDOT.com> wrote:
> > is the same apparent size?
> > underwhelming as seeing a pinprick and knowing it is a moon.
>
> I was thinking of making it look as it is in reality, but without using the
> exact dimensions and thus suffering accuracyitis in POV-Ray. Either moving
> it closer and making it smaller, or maybe even *actually* painting it on the
> inside of a sky sphere, or whatever solution seems easiest!
Accuracyitis, I love it :-)
> On the other hand, there's nothing wrong with exaggerating for effect either
> :-)
>
> > > With the Ringworld, the issue was that the structure itself was visible at
> > > all distances, and so couldn't be faked realistically. And, remember what I
> > > did to give it an atmosphere... :)
> > Give a link please, Bill. Old age has withered my memory
>
> Hopefully this'll fit in the window:
>
http://news.povray.org/povray.binaries.images/thread/%3Cweb.4360929f30852916731f01d10@news.povray.org%3E/
>
I remember it now, of course. Did you ever finish your ring world using
Stephen
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> Colossal Cave. It was the first (text) game I ever played in my life,
> somewhere in the late 1970's or early 1980's. I learned a lot from it.
> Inspired me to start my own game in Fortran, based on the novel Gateway.
> Never finished it of couse.
> I don't know. It just surfaced in my memory.
>
> Thomas
I just downloaded Zork1 and have remembered how to change the screen to
black on green :-)
The first (text) game I can remember playing was called Kingdom it was on a
Stephen
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Stephen nous apporta ses lumieres en ce 15-12-2006 05:04:
> "Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
>> Colossal Cave. It was the first (text) game I ever played in my life,
>> somewhere in the late 1970's or early 1980's. I learned a lot from it.
>> Inspired me to start my own game in Fortran, based on the novel Gateway.
>> Never finished it of couse.
>> I don't know. It just surfaced in my memory.
>> Thomas
> I just downloaded Zork1 and have remembered how to change the screen to
> black on green :-)
> The first (text) game I can remember playing was called Kingdom it was on a
> Stephen
Mission impossible on an Apple][
--
Alain
-------------------------------------------------
To define recursion, we must first define recursion.
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Thus, by wrenching natural laws apart, the second wip is arrived at.
At Neptune, I mainly tweaked the rings towards a more RL aspect, although
too wide of course, and I scaled two moons (Proteus and Larissa) five times
their real size to make them better visible. Added some fog on a - as yet -
featureless Triton and colored the atmosphere to something more appealing
although less breathable. Now, the conic placeholder casts a shadow and
there is no artifact in the foreground.
Building time has arrived!! First of all, the modelling of Hell<exp>3, one
of the fiery cracks in the surface, according to the space opera.
(However, I have also other running projects under way....)
Thomas
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Attachments:
Download 'Triton.jpg' (18 KB)
Preview of image 'Triton.jpg'
![Triton.jpg](/povray.binaries.images/attachment/%3C4582c313%241%40news.povray.org%3E/Triton.jpg?preview=1)
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> Thus, by wrenching natural laws apart, the second wip is arrived at.
>
> At Neptune, I mainly tweaked the rings towards a more RL aspect, although
> too wide of course, and I scaled two moons (Proteus and Larissa) five times
> their real size to make them better visible. Added some fog on a - as yet -
> featureless Triton and colored the atmosphere to something more appealing
> although less breathable. Now, the conic placeholder casts a shadow and
> there is no artifact in the foreground.
>
> Building time has arrived!! First of all, the modelling of Hell<exp>3, one
> of the fiery cracks in the surface, according to the space opera.
> (However, I have also other running projects under way....)
>
> Thomas
What are you using for the texture of Neptune? If you want image maps, I
found some cylindricals here:
http://www.mmedia.is/bjj/data/neptune/index.html
-tgq
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Thomas de Groot wrote:
> Colossal Cave. It was the first (text) game I ever played in my life,
I still have the listing of Colossal Cave 550 sitting on my shelf. In
CaveLanguage, interpreted by a fortran program. :-)
--
Darren New / San Diego, CA, USA (PST)
Scruffitarianism - Where T-shirt, jeans,
and a three-day beard are "Sunday Best."
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"Trevor G Quayle" <Tin### [at] hotmail com> schreef in bericht
news:web.4582c991c65210e0c150d4c10@news.povray.org...
> What are you using for the texture of Neptune? If you want image maps, I
> found some cylindricals here:
> http://www.mmedia.is/bjj/data/neptune/index.html
I used a cylindrical image_map of Neptune. Basically it is the same as yours
(thank you for the link) only a bit more sustained blue. Downloaded from:
http://planetpixelemporium.com/neptune.html
Thomas
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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> Thus, by wrenching natural laws apart, the second wip is arrived at.
>
> At Neptune, I mainly tweaked the rings towards a more RL aspect, although
> too wide of course, and I scaled two moons (Proteus and Larissa) five times
> their real size to make them better visible. Added some fog on a - as yet -
> featureless Triton and colored the atmosphere to something more appealing
> although less breathable. Now, the conic placeholder casts a shadow and
> there is no artifact in the foreground.
You may need to do this in 2 steps... 1: render Neptune at km scale, then
render Triton at m scale, and use a graphics editor to put the 2 together.
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