Since this has been a project of my former spare time, I decided to pick-up where I left off, and then realized WHY I left off. Planets usually consist of a few components including an atmosphere, terrain (kill me), water, and scenic items.
It’s time to get somewhat technical:
The description of this project states that I am currently dabbling and debating what method I am going to use to complete this project, whether I stick with unity, try OpenTK, or OpenGL. Currently i’m still in unity which has its benefits with a scripting compiler, built in physics engine, and very, very, easy to use shaders. The downsides? Unity is in many sense VERY rigid. When working with OpenTK you can get into the code quite a bit and change things around, OpenTK also allows you to determine an objects scene position with a double, rather than a float. That’s an issue with Unity, the vector3 system is floats, no butts about it, this means that once you have an object cross about ±32,000,000 units from the origin, things get weird.
I’ll try not to drone!
The problem with being confined to ±64 Units is scale, when you want to give the player the ability to walk meter by meter through a world, but also fly light years away, you really can’t have your cake and eat it. If you make every unit a lightyear, you have tons of space, but lack details. If you make every unit a meter, you have tons of detail, but lack space.
Let’s not even get into properly scaling details… I think I’ll just give it a rest for tonight.
0 comments