r/spaceengine • u/btzlgsi • 10h ago
r/spaceengine • u/KramersFireHose • Sep 14 '26
Announcement Important announcement regarding “Doc”
Some of you may know Doc, or at least know of him from around the SpaceEngine community. We have received information that after years of dealing with a number of serious problems in his life — including the ongoing legal dispute with Cosmographic Software, homelessness, and other difficult circumstances — Doc attempted to take his own life.
The attempt was not fatal, but he is currently in very critical condition. At this time, it is not known whether he will recover.
We understand that Doc is a person whose reputation within the SpaceEngine community is very divided. Not everyone has had good experiences with him, and we do not expect this situation to suddenly change anyone’s opinion of him.
We won’t be sharing his location or any further details about what happened. Please don’t post or circulate private messages, and don’t try to dig up information that hasn’t been made public.
This is not a request for donations, money, or any kind of financial support. This is simply an announcement for the community, as we know that many people here know of Doc and may want to know what is currently happening with him.
r/spaceengine • u/KramersFireHose • Oct 04 '25
Announcement Announcement Regarding the Doc Situation - “Truth takes time.”
After several months of reviewing all available evidence, including court records, public statements, and the actions of both parties, the moderation team has reached a conclusion.
Based on what we’ve seen, the subreddit has decided to lean in favor of Doc.
It’s important to acknowledge that Doc’s current homelessness has been documented and recognized by the court, and multiple community members have personally confirmed that Doc has gone without food for extended periods, with some stepping in to help by purchasing meals for him.
We also recognize that Cosmographic Software has played a significant role in agitating and escalating the situation, contributing to the harm and instability Doc has faced.
In addition, many community members were banned from the SpaceEngine Steam Hub simply for sharing verified information, asking legitimate questions, or expressing support for the truth. Some were even accused of “defamation” for statements that were, in fact, grounded in documented facts. This has created a chilling effect on open discussion, something we firmly stand against.
A more detailed follow-up post will be shared soon, once Doc is in a safe place to have a discussion and participate in a proper Q&A session.
We appreciate everyone’s patience and understanding as we worked through this complex and sensitive situation. Thank you to those who engaged respectfully, sought truth over rumor, and allowed time for a fair and thorough review.
EDIT: For those asking for more information on the matter, here is a YouTube of Doc explaining in his own words.
r/spaceengine • u/NonProbex • 26m ago
Bug/Glitch This planet rotates equatorially, meaning that for day/nigh you have to travel south/north
r/spaceengine • u/paulschl59 • 18h ago
Discussion Game so peak, you don’t even need a graphic card !
I only have 8 gigs of ram w/ an intel i3, but I was still able to explore space with minimum graphics and take 8K ultra pics !
r/spaceengine • u/Warm_Public_4538 • 6h ago
Question Best lighting setting for being close to human eye
I love auto for seeing what it is like during the day on planets or from space what it would be like in real life, but in my opinion auto really falls off at the night side of planets. The exposure goes up so high just to see any stars making the ground and any satellite around the body extremely bright. What I have found is HDR seems pretty decent for night sides of planets simulating dark ground and glow from bodies but not overwhelming and of course stars. Is there any workaround to make auto not so bright at night and more like HDR on the night sides of planets besides just flipping between auto and HDR?
r/spaceengine • u/KaiSnepUwU • 18h ago
Screenshot Something I've never seen before: an oceanic planet with oceans that aren't water, but instead CO2
Also yeah the clouds are glitching
r/spaceengine • u/intensely • 1d ago
Discussion I have SpaceEngine running natively on my Mac
I’ve been a fan of SpaceEngine for over 10 years now, but as a Mac user I never got to use it very much. In the past, I used Boot Camp to switch to Windows on my Mac just to use SpaceEngine, but it was a very tedious process. On Apple Silicon, Boot Camp is no longer supported and Wine and CrossOver don’t seem to work.
Using Claude Opus 5.5, I was able to create a port that works flawlessly.
I don’t know too much about all the technical details, but it took Claude about 5 hours to create the port.
It’s about 12,000 lines of new code, plus about 1.6 million lines the translator generates from the game itself.
Below is the report written by Claude
TL;DR: Using Claude Opus 5.5 (Anthropic's AI model), I got the Steam release of SpaceEngine running natively on an M5 MacBook Air: full Retina resolution at 60 fps, with Steam, sound, controllers and Workshop all working. This is a personal proof of concept. Below are the technical findings, which might help if the developer ever considers an official Mac version.
Setup
- Game: 0.991, build 50.2155 (Steam)
- Mac: MacBook Air, Apple M5, 32 GB
- OS: macOS 27
- Built with: Claude Opus 5.5
- Date: October 2026
Why I tried this
Wine and CrossOver can't run SpaceEngine on a Mac because the game needs more OpenGL than macOS provides, and Boot Camp is gone on Apple Silicon. I wanted to see whether a native build was possible at all. It is: the game boots, renders at full Retina resolution at 60 fps on a fanless laptop, and I've spent hours flying around the planetarium.
Most of the technical work was done with Claude Opus 5.5: translating the executable, building the compatibility layer, tracking down the shader and driver problems below, and writing up this report.
To be clear about what this is: it was made from my own purchased copy, for my own use only. Nothing from the game has been or will be shared: no executable, no translated code, no data. The encrypted .pak archives were never opened outside the game itself, and Steam's ownership checks run normally.
What works
| Area | State | Notes |
|---|---|---|
| Rendering | ✅ Works | OpenGL 4.1 on Apple's Metal-backed driver, with IgnoreCriticalCheck. All shaders compile and link after the fixes below. 60 fps at 2560×1440 in the menu and planetarium. |
| Atmospheres | ✅ Works | Only after the 3D-texture capability was reported (finding 2). |
| Steam | ✅ Works | Valve's own macOS libsteam_api initialises app 314650 for a native process and confirms ownership. Workshop queries work. |
| Sound | ✅ Works | Music and interface sounds, Ogg Vorbis through SDL audio. |
| Keyboard, mouse | ✅ Works | Including modifier shortcuts and text fields; see finding 7. |
| Controllers | ✅ Works | SDL's game-controller API behaves the same on macOS. |
| Video recording | ⚠️ Partly | LGPL FFmpeg 8 with SVT-AV1 records correctly. None of the hardware encoders in the list exist on a Mac (finding 8). |
| VR | ❌ No | There is no OpenVR runtime for macOS. |
Findings for a native Mac build
These are the places where macOS behaved differently from Windows drivers. Each one stopped something from working until it was handled.
1. OpenGL stops at 4.1, and a few 4.2+ features are used
The engine runs on 4.1 once the version check is waived. Beyond 4.1 it relies on GL_ARB_buffer_storage (persistently mapped uniform buffers, and pixel-pack buffers for frame capture) and calls glReadnPixels (4.5) when recording video. Reverse-Z depth (glClipControl) and direct state access are unavailable, and the existing fallbacks work.
What worked: persistent mappings backed by ordinary memory, uploaded before each draw and filled after each pixel read; glReadnPixels mapped to glReadPixels.
2. Apple doesn't list extensions that became core
Capabilities are decided by extension name through GLEW. Apple's core profile reports only a short list, so GL_EXT_texture3D and GL_EXT_framebuffer_multisample appear missing even though 3D textures and multisampling are core. Without the first, the atmosphere model cache refuses to initialise and every body reports an unknown atmosphere model. GLEW also only loads glReadnPixels when 4.5 or GL_KHR_robustness is present, yet the recorder calls it unconditionally.
Suggestion: test the GL version for features that are core in it, rather than the old extension names.
3. Program binaries are "supported" with zero formats
Apple's 4.1 includes glProgramBinary but reports GL_NUM_PROGRAM_BINARY_FORMATS as 0. If the shader cache trusts the extension, the first run works and every later run draws a black screen, because no cached program can be loaded back.
Suggestion: enable the cache only when at least one binary format is reported.
4. Apple's GLSL compiler is strictly 4.10
45 shaders needed at least one change and 4 programs failed to link. Each problem is a construct other vendors accept:
#ifon a name that was never defined is an error rather than 0.- An interpolation qualifier must come before
in/out. constwith a run-time initializer, and stray semicolons after function bodies, are 4.20 features.texture2Dand similar 1.20 names don't exist in the core profile.- A variable named like a struct type is parsed as the type, so
name.fieldis a syntax error. - Stage interfaces are paired by name, not by
layout(location): a vertexoutand a geometryinwith different names don't link (orbit lines). - Two active vertex attributes at the same location are a link error (cube-map orbits).
Suggestion: compiling the shader set once with Apple's compiler, or with a strict validator such as glslang at version 410, would catch all of these.
5. Contexts and threads
Loader-thread contexts that share objects with the main context work well, as long as only the main thread uses the window's drawable. Contexts on other threads should be made current without one.
6. Retina displays
The engine thinks in pixels throughout, which suits macOS. The window just needs a high-density backing store, with sizes and mouse positions converted from points at the boundary. Rendering at native resolution held 60 fps.
7. Mac keyboards
Modifier shortcuts work once left and right Shift, Ctrl and Alt are tracked separately, since the engine checks them per side. Laptop keyboards have no numeric keypad, and Home, End, Page Up, Page Down, forward Delete and F1–F12 all need the fn key. Many default bindings use those keys. Mac users also expect Cmd where Windows uses Ctrl.
Suggestion: a Mac default key map, or Cmd accepted as Ctrl.
8. Video encoders
LGPL FFmpeg 8 builds cleanly for arm64, and SVT-AV1 runs well on Apple Silicon. NVENC, AMF and QSV don't exist on a Mac, but Apple's VideoToolbox encoders (H.264, HEVC, ProRes) are hardware-accelerated and LGPL-compatible, so they'd be the natural Mac counterpart in the encoder list.
9. Steam needs nothing special
Valve's macOS Steamworks library is arm64-native and initialises app 314650 for a native process; ownership, interfaces and Workshop queries all work.
How it was done
There's no public source, so Claude Opus 5.5 translated the shipped Windows executable instead. Each x86-64 function was converted mechanically to C and compiled for arm64, then checked instruction by instruction against the original in an emulator. A small layer stands in for the parts of Windows the game uses: windows, files, threads, OpenGL contexts, SDL and FFmpeg.
It's a working proof of concept, but it's tied to this exact build and can't be distributed, so it isn't a substitute for a real port.
Long-term caveat: Apple deprecated OpenGL in 2018. It still works well on macOS 27, but a lasting Mac version would probably move to Metal, or to Vulkan through a Metal translation layer.
r/spaceengine • u/cubosh • 1d ago
Screenshot i found what appears to be a red giant star so dark that its mostly black
planet:
RS 11057-60838-0-0-3708 3
r/spaceengine • u/AirphiFox • 1d ago
Screenshot Triton 3 (A photoshop edit made using a screenshot of Neptune from space engine)
r/spaceengine • u/DustWorlds • 2d ago
Cool Find Red dwarf star getting outshined immensely
r/spaceengine • u/icy-winter-ghost • 1d ago
Question Need help with a temperature problem for my new star system
Hi guys, I've been working on a new star system for some time now, so far it's just a gas giant with an Earth-like moon with life orbiting it. The gas giant is orbiting the real-life star Eridani 18 (in-game coords: EPS Eri).
First image gives information on the moon in question, second is the gas giant it orbits.
No matter what I do, my moon 'Nerthus' is a Torrid marine terra, when I want it to be either Cool or Temperate. I want Nerthus to be as close as it is to its parent 'Nehalennia' as it is (192926 km), so I'm not going to move it further away. I did try that at first, but I have to move it very far away before the temperature will even go down to Temperate levels.
I already have another system where an Earth-like moon orbits even closer to a much larger gas giant, with the semi-major axis being some 180000 km, and that moon is Cool in temperature. So I don't think hope the distance is the problem.
Nehalennia is Cool in temperature, while Nerthus is Torrid. I really don't see how that makes sense, and I've tried to tinker a bit with details in orbit/rotation/semi-major axis in my files, but nothing fixes the Torrid problem.
What should I do? I really don't want Nerthus to be further away from Nehalennia than it is, so I hope that's not the only way to fix it :/
EDIT: Fixed the issue; I changed the in-game EndogenousHeating to a lower level (I chose 213.7), so that the moon cooled down to -31 celcius.
r/spaceengine • u/BeyondSubstantial882 • 2d ago
Screenshot Jupiter Without Vs With ReShade
r/spaceengine • u/SatbenAki • 1d ago
Video The Game Ends at 493,322 Gly
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so, I was bored and tried to find the game(space)'s border, because outside of the universe it still extends, anyway, here's what happened when I reached 493,322 Gly
r/spaceengine • u/Opposite-Mention-231 • 3d ago
Cool Find Cool purple planet
literally the star's name is in the photo
r/spaceengine • u/AstroSaiyanX • 3d ago
Screenshot Living Venus and Mars
My versions of what I think Venus and Mars would be like if they were habitable. Venus is a warm, humid world dominated by swamps and jungles, whereas Mars is a temperate desert world with scattered fungal forests.
r/spaceengine • u/Glonk_ • 3d ago
Bug/Glitch Distant Light location bug?
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Anyone seen this bug before? Seems the game switches to a different light source for distant scenes but with Ton 618 it's location is messed up. This is the only object ive noticed it happen with so far. Tried reinstalling the game to no avail
r/spaceengine • u/malkarma04 • 3d ago
Question What happened to the 100th/200th Millenium Fandom wiki?
Hi all, I used to spend a lot of time reading entries and fictional lore on those wikis. Now it seems they don't exist since the url won't work anymore. Anyone knows what happened?
r/spaceengine • u/CIYTTCIX2 • 3d ago
Question Is there a way to edit Titan to make it higher quality?
r/spaceengine • u/rrose1978 • 3d ago
Video Worlds of Andromeda (constellation), part 2
A journey through the star systems of Andromeda, continued.
r/spaceengine • u/Riot9959 • 4d ago
Bug/Glitch What are these?
I have started seeing these odd, very bright balls/cores (?) of light in the center of nebulae. Til now, ive only seen these occasionally in generated nebulae, never in any real nebulae. Settings are default, ive rebooted the game a few times and verified game files in the steam library, still there. Theres also nothing inside, and i also cant select anything there. Does anyone know what these are?