Well, got a good bit of stage 2 done, I got Stargen working and it's producing planet data, here is a example of some output ( note this is a subset of the info generated )
Planet 8
Distance from primary star: 4.685 AU
Mass: 6.712 Earth masses
Surface gravity: 1.16 Earth gees
Surface pressure: 0.059 Earth atmospheres
Surface temperature: -273.15 degrees Celcius
Equatorial radius: 15341.8 Km
Density: 2.652 grams/cc
Eccentricity of orbit: 0.047
Escape Velocity: 18.68 Km/sec
Molecular weight retained: 0.00 and above
Surface acceleration: 1137.17 cm/sec2
Axial tilt: 19 degrees
Planetary albedo: 0.151
Length of year: 3143.21 days
Length of day: 14.21 hours
Boiling point of water: 35.3 degrees Celcius
Hydrosphere percentage: 0.00
Cloud cover percentage: 0.00
Ice cover percentage: 0.16
this is quite a bit of info. Unfortunately it does not generate moons and I think that is what I will look into next. I did a little bit of work on rendering the info, very basic but here are some pictures.
A quick look at a sun and a few planets
A closer look at some planets
for them moment I am going to do some work on getting it to generate moons and maybe some work on creating custom materials for the planets as I am using material pinched from celestia at the moment and that does not give me much variety.
Now, I have been trying to not do any development on rendering these planets and the brings us the the whole GLP/LGPL issue. I went ahead and used stargen as it saves me a lot of time doing work that has already been done in the GPL community.
The question now is, is precursors interested in using any of this? as precursors is LGPL including the code is out, but it should be possible to use the data generated. I am going to look into getting it to create world files. The idea being that it can generate world files that can be used in precursors ( this is why I am trying not to do any work on rendering as the code would not be useful later.). The world files should be quite small, as they should only contain text. then if we code a loader/Render in CEL it would seem like a nice solution. I would appreciate some feedback on this.
On a side note, I have already run into scale problems ( lighting appears to stop working at 100,000 units from the origin, 3 of my planets are past this even in my seriously squashed up model . This is still a hard technical problem we need to over come. and the discussion of it has seemed to miss the point, the problem is not storing large numbers, it is rendering objects that are far apart in crystal-space.
Anyway, look forward to and comments
Regards