The idea of a cube-shaped planet seems promising and would solve at least one of the major complaints about the current dodecahedron planets. However, this possibility seems to be receiving very little attention. As such, I made an additional thread for it.
Please use this thread to discuss CUBE-SHAPED PLANETS (agree, disagree, and additional thoughts) and post other planet-related ideas here: http://starmadedock.net/threads/on-the-subject-of-planets.3154/
The advantages of cube shaped planets are as follows:
1. They are a natural, sensible shape in a voxel universe.
2. Cubes do not interrupt cuboid construction on their edges. You can build a road from one segment to another (or even a whole building if you're clever).
3. There are multiple very good options for implementing them.
4. They look good from orbit (unless you are unable to immerse yourself in a cuboid universe, which is your own problem anyway :p).
5. The options for smoothing when walking from face to face are good.
The problems:
1. Without decent smoothing, walking from face to face is weird, (which of course is no worse than the current planets).
2. Some people may not be able to immerse themselves enough in a universe of cuboids to accept cubic planets, and some players just won't like them.
First I will address the problems.
1. First, when a player changes gravity, don't just snap the character to the new orientation. Add a rotation effect. Just don't make it too fast or the player will still get disoriented and may get motion sick. Second, when a player steps off one side of the cube, it won't be fun to fall sideways for several meters before touching something. To prevent this, check for players ABOVE blocks of the planet instead of touching. If a player is close enough above a block, switch to the appropriate gravity.
2. Add a config option to switch between disc, two-sided disc, dodecahedron, and cube planets, and leave an easy way to mod in more planet shapes.
Two simple problems. Two simple solutions.
There are two main possibilities for cube shaped planets: Segmented and unsegmented.
Segmented
The planets could be segmented into six separate entities making gravity far less confusing and weird. When a player is above a block belonging to one segment or another, they enter that segment's gravity. It makes gravity a lot simpler and understandable!
However, if this is to be done, measures MUST be taken to prevent the adjacent segment from blocking stuff you're trying to build on the edge. If segments block one another, one of the biggest advantages of cube planets goes down the drain. Players must be able to build blocks so close to the other segment that they look like one segment.
Unsegmented
Planets could be one solid entity. This would be simpler in some ways, (particularly for occlusion culling) but gravity would be difficult. If you're on the edge and step down a block... Wait, hold on, am I supposed to be standing on the top or the top..side? of this block... I'm so confused. Maybe something could be done with bock orientation to determine the direction of gravity, or all blocks could be contorted into wedges a certain distance from each edge. I don't have any particularly good ideas for this.
Cores
Both segmented and unsegmented planets could be implemented with or without a core like the dodecahedron planets have.
Please use this thread to discuss CUBE-SHAPED PLANETS (agree, disagree, and additional thoughts) and post other planet-related ideas here: http://starmadedock.net/threads/on-the-subject-of-planets.3154/
The advantages of cube shaped planets are as follows:
1. They are a natural, sensible shape in a voxel universe.
2. Cubes do not interrupt cuboid construction on their edges. You can build a road from one segment to another (or even a whole building if you're clever).
3. There are multiple very good options for implementing them.
4. They look good from orbit (unless you are unable to immerse yourself in a cuboid universe, which is your own problem anyway :p).
5. The options for smoothing when walking from face to face are good.
The problems:
1. Without decent smoothing, walking from face to face is weird, (which of course is no worse than the current planets).
2. Some people may not be able to immerse themselves enough in a universe of cuboids to accept cubic planets, and some players just won't like them.
First I will address the problems.
1. First, when a player changes gravity, don't just snap the character to the new orientation. Add a rotation effect. Just don't make it too fast or the player will still get disoriented and may get motion sick. Second, when a player steps off one side of the cube, it won't be fun to fall sideways for several meters before touching something. To prevent this, check for players ABOVE blocks of the planet instead of touching. If a player is close enough above a block, switch to the appropriate gravity.
2. Add a config option to switch between disc, two-sided disc, dodecahedron, and cube planets, and leave an easy way to mod in more planet shapes.
Two simple problems. Two simple solutions.
There are two main possibilities for cube shaped planets: Segmented and unsegmented.
Segmented
The planets could be segmented into six separate entities making gravity far less confusing and weird. When a player is above a block belonging to one segment or another, they enter that segment's gravity. It makes gravity a lot simpler and understandable!
However, if this is to be done, measures MUST be taken to prevent the adjacent segment from blocking stuff you're trying to build on the edge. If segments block one another, one of the biggest advantages of cube planets goes down the drain. Players must be able to build blocks so close to the other segment that they look like one segment.
Unsegmented
Planets could be one solid entity. This would be simpler in some ways, (particularly for occlusion culling) but gravity would be difficult. If you're on the edge and step down a block... Wait, hold on, am I supposed to be standing on the top or the top..side? of this block... I'm so confused. Maybe something could be done with bock orientation to determine the direction of gravity, or all blocks could be contorted into wedges a certain distance from each edge. I don't have any particularly good ideas for this.
Cores
Both segmented and unsegmented planets could be implemented with or without a core like the dodecahedron planets have.
- Segmented with core: Very similar to the dodecahedron planets, only you can build a road from one segment to another and you don't get ugly points sticking out of the edges and the core is a cube. Would probably require slightly less coding than the other options.
- Segmented without core: Pyramid shaped segments with the square base facing outward. The points would contain mostly or entirely lava, ice crystals, or weird stuff. There would be reduced or no gravity a certain distance inside for realism and to help avoid being trapped.
- Unsegmented with core: hollow inside with a cubic core.
- Unsegmented without core: The simplest option. A solid cube. The middle is made mostly or entirely of lava, ice crystals, or weird stuff. There would be reduced or no gravity a certain distance inside for realism and to help avoid being trapped.