NeonSturm
StormMaker
FwyrlIt doesn't matter how many there are, that only eats up disc space. Only the planet that you're on is loaded into RAM. The real problem is the physics calculations though. Planets are hard to calculate physics with. That's not something that can be fixed easily, if at all, sadly
I think I know a way, but I am not experienced enough in coding stuff for the graphic card.
Graphic cards are meant to compute a lot of things in parallel - different values / array indexes, but the same (maybe easier as with */+- if) code - are I right with that assumption?
And can you generate a multi-layer high-map for both - the floor and ceiling?
Then can you generate another pair of high-map for your ship - again bottom + top? You have a horizontally scaled input, but it should be possible - or not?
You could generate 3 pairs (1-bit bitmaps of 400x400 for old planets with about 160'000 bytes per layer) for x/y/z. 160 KB for an old 400m planet surface! That is not perfect, but sufficient for a big ship which can not enter caves.
And for small objects, would it not be ok to just check all blocks vs all blocks in vicinity? The ones which are not surrounded by others and not exposed.
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