PlaceholderGames / Team1-2017

Team 1 CS2S561 game
2 stars 3 forks source link

Body mass and size theory #23

Closed TheAddis closed 6 years ago

TheAddis commented 6 years ago

Potentially Hazardous Objects = 150m in diameter to 6000m in diameter. The masses of such objects would exceed the standard 1e10 unity uses. Therefore we either try to change the size of units that unity can use, or use solar masses where the sun is 1 solar mass and all other objects are smaller than that we use the sun as our constant eg earth would be 0.0003% of that. Alternatively we could just use none realistic methods as planets and the sun will probably never directly interact with their gravity.

ghost commented 6 years ago

I am all up for non-realistic methods as movement scripts barely work with the current size/mass of our planets. The use of solar masses sounds good to me too. In the end, I guess we're not trying to create a realistic space simulation game but a playable Earth defense game so maybe we should rethink our priorities and focus on actual gameplay (to have something working for the demo) instead of realism.

SharktasticA commented 6 years ago

I agree with the alternative. My new physics system will revolve around the satellites pulling themselves towards the planetary bodies instead of the other way around. That way the force can be 'plugged in' to the movement system as a variable instead of a massive overriding force that is being shunted from the planet into the satellite's rigidbody. And besides, we should be able to cut down a lot of system resource usage with this approach as well.

As for sizing up planetary bodies, we should establish the sun as fixed point relative to what the movement system can do (and thus what the player can perceive from it) and then arbitrarily scale everything from there.