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P0-A1: Part 386: Orbital Mechanics

by on Jun.10, 2018, under Astral Realms, P-0, Software and Games, Spiritus Astrum

I have added a dynamic loading and unloading system to the orbital mechanics code.

I should now be able to travel through the world over long distances, and as each new area is loaded in, I can add its stellar objects to the physics system, and remove the objects from the old area that is being unloaded.

I have also added randomised mass values for the different stellar objects.

I have a little more testing to do, but this is basically done for now. The next thing to add to it will be the more advanced orbital features, such as transfer orbits, manouvers, etc, and a world space gui that shows the player a map of the current star system with all orbits displayed.

I will try to get this done for Alpha 1.

I have also spend some time optimising the city generation system. This went well, but there is a limit to how well I can optimise things without an asynchronous instantiate/destroy function. This is a problem that I will have to solve at some point.

 

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