JSP
This is one of the most exiting devlogs so far!! I’ve managed to get a very basic “solar system working, not all the time and of course it isnt perfect but it is really cool, heres its lore: (note that planets are placeholders right now, and distances/scale should be a lot bigger in the future)
The “Halcyon” System
Somewhere very very far from our current home, humanity has managed to establish a multi-planetary life in a new system after traveling for generations in their own space station
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The Halcyon system is composed of 5 planets (maybe more in the future) that orbit around a massive black hole (it doesnt have a name yet)
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“Gaia” is the earth-like planet whose own satellite, “Vesta”, is a red dwarf star that provides just enough light and heat in order to live (seen in the demo video)
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“Ying” and “Yan” (names will probably change), are two tiny planets that follow exact opposite orbits around the black hole, when one of them is at the perihelion, the other ones at the aphelion
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“Kepler” is a huge rocky planet at the outskirts of the system where small human colonies currently live
Note that the campaign will be linear and happen entirely inside this place, but you will also have a “exploration” game mode that will allow you to find and see new secrets hidden… :))
Technical stuff (i.e. what was added)
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Created the base for the Halcyon System, planets follow a predetermined elliptical orbit in real-time. Note that for debugging, scale is around 10 to 100 times less!
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Added a simple physics based player controller, this took a lot of engine refactoring too. The player is affected by the gravity of the near planets and, when close enough to a planet’s surface, it is automatically aligned with the gravity vector and its also affected by the atmosphere’s drag (if theres any), this was by far the most difficult thing to do
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Added a little Free Camera controller as well
What will be added in the future
This is only the start
. Theres still a few complicated things to do:
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Add double precision and floating origin to solve the problems that will appear when distances become as big as id like them to be
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Add a chunked collision mesh system for planets with complex geometry, like mountains or things like that. Right now they are all controlled by a simple kinematic sphere collider
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This system currently breaks the player movement when planets are moving, this is why i set “time scale” to 0. To fix this ive been thinking of creating a local physics world that sets the planet you are on to be the origin of the physics, making it look like if the planet was static, this will by by far what will take the most amount of work probably
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i also wanna update the atmospheric shader as it is by far the thing worsening the game’s performance, and id like to make the sky fully tint when your inside it
PD: Thank you so much for all the people that support/follow this project, it already has 21 followers
. thank you, really!
Comments 1
absolute peak
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