There are other threads for different galaxy shapes, etc. so I don't really need to talk about that. I'm sure the grid for sectors is here to stay. That's fine and dandy. It's perfect for gameplay AND navigation. However, I think cubic systems are fundamentally flawed. I'm not even talking about the way current stars are arranged in a grid. THAT can be fixed (mostly) within the grid system by putting several void systems between all star systems.
I think the problem of grid stars can be solved more elegantly and with greater feature potential by taking star systems "off the grid" so to speak. Planets and stars can still be centered within sectors. Sectors are just a way of locating stuff within the galaxy like GPS coordinates on Earth, and a way for the game engine to keep track of what needs to load for specific clients.
This would require a new generation process for a galaxy:
EDIT: Advantages over a spaced-out grid system include:
I think the problem of grid stars can be solved more elegantly and with greater feature potential by taking star systems "off the grid" so to speak. Planets and stars can still be centered within sectors. Sectors are just a way of locating stuff within the galaxy like GPS coordinates on Earth, and a way for the game engine to keep track of what needs to load for specific clients.
This would require a new generation process for a galaxy:
- Based on characteristics of a specific galaxy, generate the locations of all stars. A star may be placed in any sector. Each star has a mass.
- Group stars into systems.
- Two or more stars may group into a multi-star system if they are large enough and heavy enough. Use a simple gravity calculation and a server-configurable threshold value to decide whether stars will group.
- Calculate the center of gravity of the system (rounded to the nearest sector). This is the center of the system.
- Calculate the size of the system based on the total mass of its stars.
- If two systems try to overlap their borders, reduce the size of both systems proportionally to their size until they no longer overlap.
- Two or more stars may group into a multi-star system if they are large enough and heavy enough. Use a simple gravity calculation and a server-configurable threshold value to decide whether stars will group.
- Add celestial bodies to systems
- Don't put planets so close to stars that they would get pulled in or vaporized.
- Don't put planets so far away that they would float off.
- Asteroids, gas fields, etc. can go wherever.
- Add rogue planets and stuff to void space.
- Add stations, civilizations, and so forth
EDIT: Advantages over a spaced-out grid system include:
- Variation in system size
- Should two or more stars spawn close to each other with grid systems, the systems may still look like neatly stacked cubes. The proposed system prevents this.
- Less potential for weird things caused by the grid (like the blue asteroid shortage)
Last edited: