Tag: Technical
Supercharging Exoplanets
A short report on the new developments in exoplanet datasets in Gaia Sky
A couple of years ago I wrote about the procedurally generated planets in Gaia Sky. In this post, I provided a more or less detailed technical overview of the process used to procedurally generate planetary surfaces and cloud layers.
Since then, we have used the system to spice up the planets in the planetary systems for which the Gaia satellite could determine reasonable orbits (see the data here, and some Gaia Sky datasets for some of those systems here, including HD81040, Gl876, and more).
However, with the upcoming Gaia DR4, the number of candidate exoplanets is expected to increase significantly, rendering the “one dataset per system” approach unmaintainable. In this post I describe some of the improvements made with regards to exoplanets in Gaia Sky, in both the handling of large numbers of extrasolar systems seamlessly, and in the brand new, improved procedural generation of planetary surfaces and clouds.
Creating and Applying Patches
Use diff and patch to create and apply patches to files
The POSIX diff
, cmp
and patch
commands are very versatile. Sometimes, you need to edit a part of a file and send only your changes to somebody else to apply. This is where these handy commands can help. This post describes concisely how to use them to compare files, create patches and apply them.
Replacing the Steam Deck SSD
A step-by-step guide to upgrade the internal SSD drive of Valve's Steam Deck
I got my Steam Deck almost a year ago. I got the cheapest 64 GB model fully expecting that I would need to upgrade its internal M.2 2230 NVMe SSD to something with more capacity down the road. Well, the day finally came. In this post I report the quick and painless process I followed to successfully upgrade the Steam Deck 64 GB SSD to a more than respectable 1 TB M.2 NVMe drive. Here are the steps involved in the process:
OpenXR to the Rescue
The tale of a migration from OpenVR to OpenXR
Gaia Sky has been using the OpenVR API from SteamVR for the last few years to power its Virtual Reality mode. However, the API is notoriously poorly documented, and it only works with the SteamVR runtime.1 That leaves out most of the existing VR headsets. Luckily, the main vendors and the community at large joined efforts to come up with an API that would be adopted by all and backed by the Khronos Group: OpenXR. Obviously, since Gaia Sky is actively maintained, it is only natural that a migration to the newer and widely supported API would happen sooner or later. But such a migration is not for free. Both APIs are wildly different, with OpenXR being much more verbose and explicit. In this post, I document the migration process and also offer a bird’s eye view of the layout, structure and components of an OpenXR application for Virtual Reality.
The Meteoric Rise of Nostr
The brand new protocol is seeing a huge early adoption driven by discontent with established social networks
After the acquisition of Twitter by the South African con-man and billionaire the free and open source social network world is generating a lot of heat. The number of users and nodes of Mastodon in particular and the Fediverse at large has been climbing steadily for months now. However, there is no shortage of people who voice their concerns about the federated nature of such services, which rely on centralized instances governed by small dictators with absolute power. But this is not the post to discuss these issues.
Sparse Virtual Textures
A technical description of my implementation of Sparse Virtual Textures in Gaia Sky
Real time rendering of the Earth in Gaia Sky with surface, cloud and height virtual textures.
Implementing proper virtual texture support in Gaia Sky has been on my to-do list for many years. And for many years I have feared that very item, as the virtual texture mechanism is notoriously complex and hard to implement. However, once working, they are very cool and bring a lot of value to software like Gaia Sky. In this post, I describe and discuss my implementation of virtual textures in Gaia Sky in detail, and provide a thorough examination of some of its most interesting points. If you are looking for the specifics of how to define or use virtual texture datasets in Gaia Sky, please refer to the official documentation. Here I provide only a general technical description.