I used to complain about dodecahedrons and suggest all manner of elaborate ways to do away with segments and force an approximation of a sphere into the game, but the truth is that anything of that scale will wind up taking a year or more to code and get working well. Even then, all the n00bs trying to play with their render distance too high will scream "LAAAHHHG!"
Seriously, people, turn on occlusion culling and turn down your render distance like me. There is no difference between a moderate-sized planet and two or three large cruisers in terms of graphics intensity. If you don't like low render distance, consider a new computer if you can afford one.
Well, anyway, I figure I may as well suggest ways to fix what we have rather than uproot several months worth of work on these planets. As such, I'm trying to identify specific flaws and devise fixes for them. See the planet thread linked in my signature.[DOUBLEPOST=1414258604,1414255911][/DOUBLEPOST]The gravity transitions have been fixed in the dev build. You can now walk more or less smoothly across edges, making planets far more playable. However, the edges still have ugly cracks, unfortunately.
Instead of complaining about planets, how about checking out the planet thread in my signature? Let's address specific problems and find solutions.