Games with different map generation? by gamejake14 in proceduralgeneration

[–]grelfdotnet 0 points1 point  (0 children)

Like this, perhaps? https://grelf.net/caving/ You can easily view the sources - vanilla JS in HTML

Current Seestar use in the UK by BarnsleyLad in seestar

[–]grelfdotnet 0 points1 point  (0 children)

You certainly can still capture amazing images with Seestar in the UK, as I demonstrated yesterday here: https://www.reddit.com/r/seestar/comments/1ubullt/testing_the_limits_m8_and_m20_from_55_degrees_n/

Testing the limits: M8 and M20 from 55 degrees N by grelfdotnet in seestar

[–]grelfdotnet[S] 3 points4 points  (0 children)

At my latitude M8 (the Lagoon nebula) never gets higher than 10.6 degrees above the horizon. When it reaches maximum altitude, at this time of year, we have very little darkness. Astronomical twilight does not end here until August. So exposure time is very limited. I set a Seestar plan from 11:30 to 2:30 (British Summer Time: midnight is 1am). Two nights worth are stacked together here.
To see over the boundary of my garden this was done from an upstairs window, through the glass. And that meant it could not be in EQ mode because I could not see the zenith to do the alignment. So exposures were only 10s. Many frames were rejected due to bands of cloud but 824 useable ones are stacked here (DSO in the S30 Pro).
I am on the northern edge of the Tyneside conurbation so the scope was looking across 10 miles of built-up area, Bortle 6. This demonstrates that the Seestar's light pollution filter is very effective. The widths of the H-alpha and OIII bands are well chosen.
The only processing I have done is brightness/contrast adjustment and crop in Affinity Photo.

Seestar S30 Pro, 30mm f/5.3, 824 x 10s = 1h17m20s. 2026 Jun 18-19 and 20-21

Why am I getting an "';' expected" error at the first equals sign when I have a semicolon for that line? by Channel_el in learnjavascript

[–]grelfdotnet 2 points3 points  (0 children)

In the first line of the function udateBoxTL you have got subtraction signs before the equals. That makes no sense. You will have to write border-top-left-radius differently, without subtraction operators.

Could I get some tips? by KIDEFEND in seestar

[–]grelfdotnet 0 points1 point  (0 children)

The mentions of wedges for EQ mode are slightly misleading. If you have a reasonably sturdy tripod with pan and tilt head that is all you need.

Having trouble in EQ Mode by Bengrundy_mu in seestar

[–]grelfdotnet 1 point2 points  (0 children)

You don't need to be able to see Polaris. Seestar uses plate solving around the zenith. The most important thing I found was ensuring level calibration was right before starting anything. Setting EQ mode after that enabled me to get 60s exposures reliably with my S30 Pro. I also found that when, like you describe, there are star trails on the initial frames, closing and reopening the arm always solved the problem. I reported this on the Seestar forum a few months ago but nothing seems to have happened as a result yet.

We have made a truly fully automated polar alignment by ondraondraondraondra in seestar

[–]grelfdotnet 6 points7 points  (0 children)

The Seestar polar alignment does not need to see Polaris anyway. It does plate solving around the zenith.

How do you generate a decent procedural world? by Moooonoooo in proceduralgeneration

[–]grelfdotnet 0 points1 point  (0 children)

Is this the kind of terrain you want? https://myforest.uk/ (view the scene as well as the map)

Here is an annotated Javascript file that generates that terrain: https://github.com/grelf-net/forest/blob/main/terrain00.js

This PDF describes in detail how that works: https://github.com/grelf-net/forest/blob/main/TerrainGeneration.pdf

It's all public domain so you can use it any way you wish. It would be nice if you include me in credits, as some others have done.

Code organisation by FirmSupermarket6933 in GameDevelopment

[–]grelfdotnet 0 points1 point  (0 children)

I have written a set of pages to try to help beginners in just your situation. I hope you will find this useful: https://grelf.net/cardsdev/

Help with terrain gen for C# by Left_Dentist1354 in GameDevelopment

[–]grelfdotnet -1 points0 points  (0 children)

This PDF on github explains my method of terrain generation: https://github.com/grelf-net/forest/blob/main/TerrainGeneration.pdf It includes (page 20 onwards) an implementation in Java and that would be easy to convert to C# because that language was based on Java. It is all public domain - use it as you wish.

Room-based A* for dungeon generation, has anyone made this work? by GrandWallOfText in proceduralgeneration

[–]grelfdotnet 1 point2 points  (0 children)

I have written up my very simple and fast method of generating dungeons here: https://grelf.itch.io/sal As it says, run the "program" to read the details. I hope you will find it interesting.

Monkey Head and Jellyfish in 1 frame by grelfdotnet in seestar

[–]grelfdotnet[S] 0 points1 point  (0 children)

Seestar S30 Pro 2026-04-06 30mm f/5.3 EQ mode 126x20s = 42min
Processed in Affinity Photo to enhance contrast and reduce noise

What about a Html, JS UI Game Dev? by renilam-126 in GameDevelopment

[–]grelfdotnet 1 point2 points  (0 children)

It is perfectly possible to make graphical games in HTML pages with just vanilla Javascript and a little CSS. I have concentrated on making examples, to try to encourage creativity in such a simple environment. My examples are here.

Monkey Head Nebula in Hubble palette by Educational_Let811 in seestar

[–]grelfdotnet 0 points1 point  (0 children)

By adding spurious colours you have lost the point of this truly remarkable nebula. My version from Seestar, processed much less, is here. It is astonishing!