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Yep, if there was ever a game that deserved a custom game engine, it would be Kerbal Space Program. The version of Unity that they used constrained them to 3.5
by happyslobro 10y ago
Yep, if there was ever a game that deserved a custom game engine, it would be Kerbal Space Program. The version of Unity that they used constrained them to 3.5 gb, and 32 bit floating point coordinates, in a game that deserves a true scale solar system.
I keep hearing that double precision floats for coordinates are unrealistic because of the optimisations that are available only for 32 bit floats, but I am willing to make serious sacrifices to free myself from the Spheres of Influence and the Orbital Railroad of Destiny; the real solar system mod forces a full scale environment, and even though the visual geometry is off by roughly a metre from the physical geometry, I still consider it to be an improvement.
- dietrichepp 10y agoI don't know where you're hearing that double precision is unrealistic. You can operate on half as many at a time, and some of the operations are slower, and some GPUs have no support for it—but if you're not using GPU acceleration, it should be possible.
- mxfh 10y agoThe engine itself can only do so much, if you don't want to write a whole new graphics library too. This post by the Outerra dev on planetary scale precision issues and on how to circumvent some issues by implementing custom log scale depth buffers offers a good introduction. http://outerra.blogspot.de/2012/11/maximizing-depth-buffer-range-and.html http://outerra.blogspot.de/2012/11/maximizing-depth-buffer-r...
- erikpukinskis 10y ago> 32 bit floating point coordinates, in a game that deserves a true scale solar system. How are 32 bit addresses inadequate? Just have a multi-level addressing system and you're done. You're going to have a Level of Detail system anyway, right? This seems like a non-issue. It's not like you need to do math on grains of sand spread across multiple galaxies.