Wednesday, 12 September 2007

"My God, it's full of stars!"

The usual clouds that seem to be permanently situated above the UK parted for a few days, which finally coincided with a few evenings I had spare. The LX90 hasn't seen the night sky since way back in March, when I last had it pointing skyward for my first real attempts at collimation.

The seeing over the last few nights, has still been poor, with stars twinkling away making achieving critical focus very difficult. The collimation adjustments from March do seem to have improved things, although I still think finer adjustments will be needed on a night with better seeing.

On the first nights outing, Polar alignment was woeful and gotos were constantly 1/4 fov in the finder off. Still, I managed to image a few objects, the two most notable been a double star cluster in Persei and M33 a spiral Galaxy in Triangulum.

h Persei Open Cluster

  • Exposure Time: 6x60s Avg
  • Date: 2007-09-08 02:44:37 UTC
  • CCD: Starlight XPress MX716
  • Scope: LX90 8"
  • Dark Frames: 7x60s Avg
  • Apparent Dimension: 30 arc min
  • Visual Brightness: 4.3 mag

The image above is h Persei (NGC 869), which along with Chi Persei (NGC 884) forms a double cluster. The full double cluster was a little too large to fit into the tiny fov of my CCD camera, I've not calculated the exact fov yet, but it's somewhere around 30 to 60 arc minutes.

Open clusters are interesting objects as they contain hundreds, sometimes thousands of stars, all of which were born around the same time and are still gravitationally bound (however loosely) to each other. This is in contrast to Globular Clusters (such as M15 which I imaged on Monday and will upload later) which are strongly bound and often contain millions of stars in a tightly packed ball, making them stunning visual objects.

M33 Spiral Galaxy in Triangulm

  • Exposure Time: 15x60s Avg
  • Date: 2007-09-08 02:12:17 UTC
  • CCD: Starlight XPress MX716
  • Scope: LX90 8"
  • Dark Frames: 7x60s Avg
  • Apparent Dimension: 70x45 arc min
  • Visual Brightness: 5.7 mag

I'm quite pleased with the M33 image, the stars are reasonably well focused and the spiral arms are fairly visible. It's far from a perfect image, with a good proportion of the outer arms not visible, but considering the skies were a little hazy and how blurry my previous images have turned out, I think this is a huge improvement.

Also just about visible on the edges of M33 is NGC 604 a diffuse nebula.

I also imaged M31 the great Andromeda Galaxy, however after underestimating the sheer size of it, the image ended up containing only the bright core and a few dust lanes.

At the start of this week I also managed a third night imaging several objects, M15, M101, NGC7780, NGC 281 (Pacman Nebula ;) as well as a poor image of M42 taking during early dawn. I should have these processed and the best uploaded to this post later this week.

M15 Globular Cluster in Pegasus

  • Exposure Time: 15x60s Avg
  • Date: 2007-09-10 23:48:16 UTC
  • CCD: Starlight XPress MX716
  • Scope: LX90 8"
  • Dark Frames: 15x60s Avg
  • Apparent Dimension: 18 arc min
  • Visual Brightness: 6.2 mag

Saturday, 1 September 2007

GID 23 - Brew Isles

GID 23 took place a few weeks ago on the 11th/12th of August.

It all began at approximately 11:01.34pm Saturday night, with nearly half of GID#23 already gone and yet I still had no idea what to do. Tom suggested I team up with him to do something similar to the original Teaminator.

We had no idea what the game was going to be about only that it had to involve Tea. A large part of the core code was already in place from previous GID's Tom had done, which left us free to concentrate on more game specific issues.

The result by the end of Sunday was larger than expected and shows clear signs of the games and tv show we drew inspiration from; Monkey Island, Dizzy and Open All Hours.




I finally got around to playing Treasure Island Dizzy the other night, which I used to have for the C128 (or was it the Amiga, I forget which). It's strange going back and playing games which I played many years ago. Some games I remember as amazing, and yet on playing them again all the fond memories of how good the game was, which you've over the years raised onto a pedestal of "how games should be", comes crashing down as you suddenly realize you've built the game up to be more than it really was. Fortunately that isn't the case with Dizzy nor Monkey Island (which I'm also part way through replaying)

I had forgotten just how HARD older games really are. Most games these days you can pickup and play for some time before you die, try playing Dizzy for more than a minute without dieing several times!


The GID did highlight a few areas of the Engine which could do with improvements, which has resulted in a complete overhaul of the dialogue system to now use a node based tree structure. This enables dialogue to be constructed through a parent/child relationship of dialogue and dialogueItem nodes.

Special purpose nodes can also be inserted into the tree allowing actions to be performed on the display of specific dialogue or the selection of a dialogue option. New node types will be added in the future to support a variety of actions, for example, enabling a quest, playing an animation or transitioning the camera. A general purpose callback node functions as a stop gap until new node types are available.

The Quest system has also seen a significant improvement along with the addition of an NPC Editor

Download the Brew Isles prototype.