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Next steps

  • Refacto state into smaller pieces => simulation + engine + etc...
  • Change speed to be power of 10 (i.e. exponent)
  • Graphics & UI share timestamp => Player.TimestampDisplay
  • Handle window resizing
  • Abstract bodies handling
  • Initial conditions handling + fix => frames spacing different between engine & graphics it appears
  • Init W.Engine w/ algo + physics + bodies specs
  • Activated state for menu buttons + Tooltip for menu buttons
  • Separate constants (params, physics, masses, etc...) from dynamic (timestamp, position, velocity, rotation)
  • Basic bodies settings window; general (name, type); physical (mass, radius); graphical (texture)
  • Fix bug close bodies window; go to editor; viewer is black
  • Add validator on body name update => check if not already a name of another body! + cannot save body if there is an error
  • Implement new body (crashes for now :p)
  • Implement delete body
  • Implement Euler Explicit integrator
  • EventType to reset engine + implementation
  • Fix pause resets x0.1 to x1
  • Basic engine settings window
  • Graphics option: update settings "restart" graphics engine + axes + scale body + body texture on/off (only mesh grid)
  • Fix new body!!!
  • Focus / follow body
  • Updates of a body in the Settings Window are reflected on the Graphics + Engine
  • Add ui.Input explanation why is not valid => validator could return NULL if valid; string w/ message if not valid; Use small icon + tooltip on right side of input of before value?
  • Have confirmation window when deleting a body
  • Real scale toy system (use AU)
  • Benchmarks:
    • create + operations are faster if "pure data" objects for vector/matrix? (ie no namespace, only data, and operations are pure functional)
    • experiment different operations with for-loops and other approaches
  • Implement Euler Backward integrator
  • Implement orbital elements
  • Implement Keplerian integrator

Idea box

  • Have some record of orbital elements + charts... Will need to think about how to set the reference (central body, ref direction, ref plane)
  • Use better interpolation for frame requests from Graphics? Quadratic for instance? Gain in "simulation" accuracy VS performance impact?
  • Dynamic nb of requested frames based on consecutive frames requests in engine engine.getFrameAt // speed at which the buffer decreases? => that would allow not to have too often the 'Buffering...' status
  • I18N support?