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| PPG- Procedural Planet Generator | |
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+22Daniferrito ExtraSolar Holomanga GamerXA Deathbite42 Tenebrarum Pezzalis ido66667 Dr_Chillgood Poisson Mysterious_Calligrapher Bashinerox Invader Noitulove YourBreakfast roadkillguy eumesmo Commander Keen maker.of.light The Uteen US_of_Alaska ~sciocont 26 posters | |
Author | Message |
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ExtraSolar Newcomer
Posts : 20 Reputation : 1 Join date : 2013-03-14
| Subject: Re: PPG- Procedural Planet Generator Thu Mar 28, 2013 3:50 pm | |
| Sent.
Yeah, for the sake of simplicity, I modeled atmospheres as one homogenous unit. This will definitely be a problem if we want to have organisms above the troposphere/on gas giants. (Are we doing gas giant organisms? Because the habitability checks assume a terrestrial planet) | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: PPG- Procedural Planet Generator Thu Mar 28, 2013 3:57 pm | |
| - ExtraSolar wrote:
- Sent.
Yeah, for the sake of simplicity, I modeled atmospheres as one homogenous unit. This will definitely be a problem if we want to have organisms above the troposphere/on gas giants. (Are we doing gas giant organisms? Because the habitability checks assume a terrestrial planet) Gas giant planets were considered, but we won't focus on them until we have a stable terrestrial game. Could you write up a little key to the yEd chart explaining what some of the abbreviations are. and what red, green, and blue lines mean? | |
| | | ExtraSolar Newcomer
Posts : 20 Reputation : 1 Join date : 2013-03-14
| Subject: Re: PPG- Procedural Planet Generator Thu Mar 28, 2013 4:24 pm | |
| I've got a rough key to the side of the main graph, but I'll write it here too
S prefixes indicate star attributes P prefixes indicate planet attributes M prefixes indicate satellite attributes PA is for Planetary Atmosphere MA is for Satellite Atmosphere
Circular Nodes indicate values that are determined entirely by input from other values. Rectangular Nodes indicate values that are determined semi-randomly with input from a RNG. In the Planet Editor, these values would likely be able to be tweaked by user input by manipulating the random input. Nodes with a blue background are used in habitability checks,
Red lines indicate that one value puts a maximum cap on another. Blue lines indicate that one value influences the other, but there is a random element involved. Green lines indicate that one value directly dictates another, with no random element involved.
S Metal is Star Metallicity S Lumin is Star Luminosity P Number and M Number are the number of Planets/Belts around the star and number of Moons/Rings around the planet, respectively Orbit T is Obit Time, or Year Orbit E is Orbit Eccentricity Orbit D is Orbit Distance Comp stands for Composition Dense stands for Density (Rather, pressure at sea-level) Green stands for Greenhouse Gas Concentration PM Mass Ratio is the ratio between the masses of the Planet and Satellite M Tidal Flex is the measure of how much tidal flexing the satellite receives, as influenced by PM Mass Ratio and it's orbit eccentricity. High numbers will increase geological processes and the mean temperature of the body. Rot T is Rotation Time, or Day Rot A is Rotation Angle, or Axis Tilt Rads stands for Radiation at Surface (We may get rid of this variable and it's Satellite equivalent if we don't want to model ionizing radiation) Temp Mean is the mean temperature of the body Temp Grade is the map of temperature variation over latitude over time
I'm pretty sure that's it. If you have any other questions, feel free to ask. | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: PPG- Procedural Planet Generator Thu Mar 28, 2013 5:10 pm | |
| That's good. I just added a key under the main chart. | |
| | | ExtraSolar Newcomer
Posts : 20 Reputation : 1 Join date : 2013-03-14
| Subject: Re: PPG- Procedural Planet Generator Tue Apr 16, 2013 5:05 pm | |
| I've been putting some thought into what sort of stars we would want to represent, and what sort of presets we would want. I've done some work on this, but I wanted to post it up in case I missed something. My big question is whether we should include variable stars.
Let me show you the list so far:
Main Sequence (The vast majority of stars populating the galaxy, and hosts for almost all player-worlds)
O: An upper-range blue star, the hottest and largest of the main sequence, rare OB: (not an actual class) A lower-range blue star, closer to the border between O and B B: A blue-white star A: A white star F: A white-yellow star G: A yellow star, much like our sun K: An orange star KM: (not an actual class) An upper-range red star, closer to the border between K and M, common. aka Red Dwarf M: A lower-range red star, the coolest and smallest of the main sequence, common. aka Red Dwarf
Giants (Larger stars, typically evolved main sequence stars)
Standard Red: A typical Red Giant Red Clump: A type of Red Giant notable for stable luminosity Asymptotic Branch: A late-stage Red Giant Standard Blue: A typical Blue Giant Horizontal Branch: A late-stage Blue Giant Blue Straggler: A high-mass blue star that has not evolved
Supergiants (Very large stars, the source of heavier elements, often unstable)
Blue: A typical Blue Supergiant Red: A typical Red Supergiant, often evolved from a blue one
Hypergiants (Incredibly large stars, unstable, with fierce solar winds)
Blue: A typical Blue Hypergiant Red: A typical Red Hypergiant, the largest stars in the galaxy
Other Stars (Exotic, Degenerate, and Pre/Post-fusion stars)
Wolf-Rayet: A large, very hot star that is rapidly losing mass Hot White Dwarf: A White Dwarf on the hotter, brighter end of the spectrum, relatively young. The remains of a lower-mass star. Cool White Dwarf: A White Dwarf on the cooler, dimmer end of the spectrum, relatively old. The remains of a lower-mass star. Brown Dwarf: A failed star, too small to perform fusion. Neutron Star: A hyper-dense object produced from the death of a high-mass star. Rotates quickly and has a strong magnetic field. Black Hole: A hyper-dense object produced from the death of a very high-mass star, dense enough to prevent light escaping from its gravity well. Quark Star: A mostly theoretical, hyper-dense object formed from a massive Neutron Star. Incredibly rare. Protostar: A star in the process of formation, found inside certain nebulae.
(27 presets so far)
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| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: PPG- Procedural Planet Generator Tue Apr 16, 2013 6:15 pm | |
| - Quote :
- (27 presets so far)
Try to keep the number of presets low. We can cut complexity by compressing main sequence stars into one group which ranges through the individual classes in mass, color, and luminosity. We'll most likely be playing around F, G, K, and M stars. | |
| | | ExtraSolar Newcomer
Posts : 20 Reputation : 1 Join date : 2013-03-14
| Subject: Re: PPG- Procedural Planet Generator Tue Apr 16, 2013 6:38 pm | |
| - ~sciocont wrote:
-
- Quote :
- (27 presets so far)
Try to keep the number of presets low. We can cut complexity by compressing main sequence stars into one group which ranges through the individual classes in mass, color, and luminosity. We'll most likely be playing around F, G, K, and M stars. Hmm. Good idea. I was trying to strike a balance between variety and simplicity, but I think with a little work/math we could pull off compressing Main Sequence down to a function. We might even see better results from it, since they compose 90% of the stars in the galaxy. Honestly, we could pare down the Giant class to just red and blue, and simplify White Dwarfs to a function as well, leaving us with two functions and 12 presets. (11 if we cut Quark Stars) | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: PPG- Procedural Planet Generator Tue Apr 16, 2013 7:08 pm | |
| - ExtraSolar wrote:
- ~sciocont wrote:
-
- Quote :
- (27 presets so far)
Try to keep the number of presets low. We can cut complexity by compressing main sequence stars into one group which ranges through the individual classes in mass, color, and luminosity. We'll most likely be playing around F, G, K, and M stars. Hmm. Good idea. I was trying to strike a balance between variety and simplicity, but I think with a little work/math we could pull off compressing Main Sequence down to a function. We might even see better results from it, since they compose 90% of the stars in the galaxy. Honestly, we could pare down the Giant class to just red and blue, and simplify White Dwarfs to a function as well, leaving us with two functions and 12 presets. (11 if we cut Quark Stars)
I would definitely advocate a function for all main-sequence stars, as well as dwarfs and giants. I don't really care about implementing quark stars, so do whatever you like with them. | |
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