Open DigitalLibrarian opened 8 years ago
This video describes actually modeling the planet as a cube and morphing it into a sphere. This would make for seams or popping when transitioning from surface to orbit or vice versa at the eight corners of the cube model, where the deformation of the morphing is at max.
We might just play off the seam transition as our planets could have 8 "magnetic poles" that disrupt space time there or something.
http://www.bbc.com/news/uk-14678002
This BBC articles has alot for us to think about: earthquakes, core materials, and how to spice that up around the galaxy. I like the idea of poles being controllable at a certain point. Maybe they flip naturally or come and go. More importantly if we have a system for magnetic fields it must also work on a smaller scale for my glorious power armor's shields.
I like the idea you had.
It was about explaining that our planets had 8 magnetic poles because of some screwy [insert science/magic] lore reason. We could also explain away any popping artifacts that come about during orbit to surface flight. We could even enhance these artifacts and see if we can make it into a feature.
It would also give a reason for any non-uniform geometry tricks I might have to do to create a spherical surface.
This is an obvious problem for a space voxel game. The medium we build the world out of is blocks, but we would like to approximate a spherical planet. If possible, we'd like to be able to allow the player to mine tunnels completely through planets or into the core seamlessly. We'd like to be able to seamless transition from surface to orbit and be able to fire death lasers to slice planets in half.
This ticket is where we discuss those things and see if we can find a technical trade off that is a tenable target for development.