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LunCo: virtual universe to design real space missions ๐ŸŒŽ๐Ÿš€๐ŸŒš

Home Page: https://lunco.space

License: MIT License

GDScript 61.40% GAP 24.17% Shell 0.14% Python 3.76% HTML 10.53%
engineering lunar moon nft space spacex gravity ksp rocket simulation

lunco-sim's Introduction

LunCo: Everyone can do Space

LunCo is a open-source simulation tool designed for planning space missions, with a focus on lunar settlements.

Built with the powerful Godot 4 engine, LunCo aims to revolutionize the way space engineers design and collaborate on complex systems.

๐ŸŒŒ Vision

Our vision is to provide a comprehensive suite of open-source applications tailored for Lunar Base engineering, including:

  • Unified Platform: LunCo serves as a central hub, bringing together the best of open-source space engineering tools, offering a unified experience for users.
  • Requirements Management: Streamline and manage your project requirements with ease.
  • Models Visualizations: Visualize and interact with your designs in a 3D environment.
  • Collaborative Training: Train and collaborate with your team in real-time.
  • Digital Twin: Create a digital replica of your lunar colony for simulations and analysis.

Early Development version

## ๐ŸŒ LunCo Ecosystem Support

Help us to prioritize the development of features by donating to the feature you like on Gitcoin

  1. Polygon
  2. Optimism
  3. Arbitrum
  4. Scroll
  5. Base

๐Ÿ’ฐ Donations

  1. General EVM: 0x020673a52560b50a70544d7f841fbc73626648f4
  2. Optimism: 0x40891ce6e8574bb9118913a8a304195437f36213
  3. Polygon: 0xcb57A8f51C47E243ea0f6061Af5B2C9932eEe820
  4. Arbitrum: 0xFEc9F8dB07f96973A453Ee5D1c74606a9a19F26a
  5. zkSync: 0xDEfaf4A720Bb1894165A3804c91f75cE748F0381
  6. Base: 0xC9E0Ac9205CDb16520395Fe2570d832A7eA5BfaD

๐Ÿš€ Features

  1. Lunar 3D Mapping: Dive into a high-resolution 3D map of the Moon, offering unparalleled detail and accuracy. Plan your missions with precision, leveraging real lunar spatial data for an immersive experience.

  2. Collaborative Mission Design: Work in real-time with fellow space engineers from around the world. Share, discuss, and refine your lunar mission designs in a collaborative metaverse, powered by web3 tools.

  3. IP-NFT for Designs: Protect and monetize your innovative space mission designs by issuing them as Intellectual Property Non-Fungible Tokens (IP-NFTs). Showcase your expertise and gain recognition in the space engineering community.

  4. Decentralized Engineer Profiles: Create your decentralized engineer profile. Manage access, showcase your projects, and connect with peers in a secure and transparent manner.

  5. Interactive Training Modules: Engage in hands-on training sessions within the LunCo platform. Simulate real-world lunar scenarios, test your designs, and receive instant feedback, all within a dynamic and interactive environment.

๐Ÿ›  Installation

  1. The development is done on Linux Mate, so there could be issues running on Windows and MacOs. Please reach us

  2. Install Godot 4

    1. Your Godot installation has to be available via comammand line. Check this tutorial to set it up
  3. Install FBX2glTF:

    1. Download the file and place it somewhere. Do not put it into LunCo folder, as you could have issues with git
    2. Godot will ask for this file when you will open the project
  4. Install git lfs

  5. Clone this repo in a terminal:

	git clone -b main --single-branch --recurse-submodules https://github.com/LunCoSim/lunco-sim.git
  1. After cloning, change directory to project folder
	cd lunco-sim
  1. Run below command to install addons using gd-plug
	./install_addons.sh
  1. Open the project in Godot and run

๐ŸŒ Community & Support

Join our vibrant community and stay updated on the latest developments:

๐Ÿ’– Support LunCo

If you appreciate our project and want to support our mission, consider making a donation on Giveth.io. Donors receive ~70% back in GIV tokens.

Or get our Profile NFT

lunco-sim's People

Contributors

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lunco-sim's Issues

Godot Crashes when setting up the project

version: Godot 3.5 stable

Steps to replicate:

  1. Install Godot 3.25 stable and set path
  2. Install wget
  3. Clone this repo
  4. Install https://github.com/LunCoSim/godot-package-manage
  5. Go to "game" folder and open "project.godot"

GoDot crashes with this error:

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v3.5.stable.official (991bb6ac74ac8c09d7683041b50a8ced3a2defb1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x00007ff814a99dfd _sigtramp + 29
[2] 2 ??? 0x0000000500000000 0x0 + 21474836480
[3] HashMap<int, Color, HashMapHasherDefault, HashMapComparatorDefault, (unsigned char)3, (unsigned char)8> collect_all(Vector<VertexData > const, HashMap<int, Color, HashMapHasherDefault, HashMapComparatorDefault, (unsigned char)3, (unsigned char)8>)
[4] FBXDocParser::Connection::Compare(FBXDocParser::Connection const) const
[5] EditorSpatialGizmo::get_plugin() const
[6] EditorLineEditFileChooser::get_file_dialog()
[7] EditorLineEditFileChooser::get_file_dialog()
[8] EditorLineEditFileChooser::get_file_dialog()
[9] EditorLineEditFileChooser::get_file_dialog()
[10] EditorLineEditFileChooser::get_file_dialog()
[11] Object::get_instance_id() const
[12] Node::get_physics_interpolation_mode() const
[13] Node::get_physics_interpolation_mode() const
[14] DirAccess* DirAccess::_create_builtin()
[15] DefaultAllocator::alloc(unsigned long)
[16] DirAccess* DirAccess::_create_builtin()
[17] 17 dyld 0x000000011a2a152e start + 462
-- END OF BACKTRACE --

Screenshot 2022-08-14 at 17 20 15

Proper visualisation of solar system for multiplayer

That's a pretty tricky part, as if players are far away origin shifting on server wont work.

It implies that the simulation is far more complex -> Universe physical state and it's visual representation must be separated, resulting in:

  1. Physical universe simulation -> done on server, e.g. Sun/Earth/Moon positions. Open question how to handle physics with such approach e.g. for maps? Seems like a lot of low level physics server control
  2. Visual representation -> build on client and uses all the hacks e.g.
  3. UI -> also build on client

Content manager/downloader

There are tons of binary assets. Now the are stored in a separate repo using git lfs.
It would be cool to have a tool that would allow to manage it differently, e.g. download assets from url when LunCo is running, opening path for user generated content and integration with different storages, including IPFS-based.

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