Open mattrdowney opened 6 years ago
Planetarium "grid" fill algorithm (1),
(27) top "square" of 9 [x,y] order then bottom "square" of 9 [x,y] order then the forward "rectangle" [x,y] order then the reverse "rectangle" [x,y] order then the right "square" [y,z] order then the left "square" [y,z] order.
(125) same as before
(343) same as before
numbers are (1+2n)^3 where n=0,1,2...
If I'm feeling lazy I might just create planetariums in a line, but that runs into floating point problems.
Because of how levels are loaded in Unity, this was put on the backburner.
So collisions work as expected (without holding level references)/faster
Assuming a sphere radius of 2 max for PlanetariaCollider's SphereColliders and the radius of 1 for the main globe, the size of a planetarium is [ 2 ("left") + 1 (center) + 2 ("right") ] * 2 or a volume of (10m)^3 in the worst case.
Also for speedrunners