Category: Gaia Sky
Huge Refactoring in Gaia Sky: ECS
Moving the old inheritance hierarchy to an entity component system
In these last few days I have merged a huge internal refactoring into Gaia Sky’s master branch. This refactoring has been cooking for several months and has adapted or completely replaced virtually every piece in the code base. Read on if you want to know more.
Variable Stars and New Render Systems
What is currently going on in Gaia Sky development?
In the past few weeks I have been implementing a couple of features into Gaia Sky. The first is the addition of variable star rendering. The second is the re-implementation of all point cloud render systems to use actual geometry (triangles) instead of point primitives. This post briefly offers a preview of these features.
What's New in Gaia Sky 3.1
Short rundown of what's in this major release
Over the last two weeks I have released the feature-packed version 3.1.0
of Gaia Sky. Two bugfix releases (3.1.1
and 3.1.2
) followed shortly to fix bugs and regressions introduced in the former. This post contains a small rundown of the most interesting features in these three new versions. Let’s get started.
In this post, I’m mirroring the Gaia Sky 3 tutorial I wrote for the official Gaia Sky documentation to use as a rough script for the workshop given in a splinter session of the 2021 DPAC consortium online meeting held on March 17 and 18, 2021. You can find the original page here.
Hint
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Gaia Sky 3
Dramatic performance improvements and lots of new features in Gaia Sky 3
It’s been a while since I last talked about new Gaia Sky releases. Today I’m doing a recap of the last four releases, starting with 3.0.0
. This very verison came out with Gaia eDR3 on Dec 3, 2020. It was a big jump for Gaia Sky, as it introduced a plethora of new features and QOL improvements along with lots of bug fixes and little tweaks. This post goes over the latest versions from 3.0.0
to 3.0.3
, and reflects on what they brought to the table.
Jump to the analysis for each of the versions directly:
A while ago Erwan Leroy, a VFX professional and trainer, contacted me with some questions regarding the catalogs in Gaia Sky. Basically, he was trying to decode the binary format used in Gaia Sky to load the stars using a Python script. Of course, my documentation was lacking in that very aspect, so I walked him through the format and then improved the docs. Today, he has come back to me to share his results.