Sounds awesome, I dont fully understand the concept though......
Could someone please flesh it out for me :?
Thanks!
Could someone please flesh it out for me :?
Thanks!
Cutting up the continents would be no problem. Forming the ocean mesh around the continents gets more complicated, but maybe that would be no problem also.Just cut some space out of the square segments and shape them to look like natural island/continents. Potentially, given a large enough planet size one island could be twice the size of one of the old planets with minimal lag issues on decent computers, so things getting too small isn't really a concern.
Here is a basic idea from a profile/cutaway kind of view to help clarify the layers.Sounds awesome, I dont fully understand the concept though......
Could someone please flesh it out for me :?
Thanks!
The thing is, unless you want to prohibit underground bases, you'll need to cut out the oceans around the continents. Otherwise all the rooms will be flooded.You shouldn't even have to dynamically shape the mesh around continents. Make the ocean mesh clip into the continental plates, cull the mesh faces that are hidden inside the plates, and use a shader to show/hide rendering of the mesh based on whether its in a continent or not. You could also use a shader for fun volumetric effects like fog underneath the mesh radius.
There aren't any flooded underground bases in my suggestion, unless you want them.The thing is, unless you want to prohibit underground bases, you'll need to cut out the oceans around the continents. Otherwise all the rooms will be flooded.
1) Same with planet cores. However, since the ocean won't kill you, you can build on it and land on it (and hopefully in the future, dive below the surface, depending on how liquids are redefined in the future, hopefully, as a high-friction atmosphere-type environment that simulates water.) Also, depending on how fauna and resource gathering changes in the future, you might be able to mine liquid oceans for fuel and/or sea creatures. If it is a solid surface, you should be able to lay down an entity on the surface (not docking, just sitting there) and build up with that entity. The gravity will affect the entity based on its Center of Mass. I don't see why you couldn't build a city in the middle of nowhere. (New Galactic Las Vegas, baby!)Though I like jayman38 's idea, it presents a couple of issues that need to be addressed:
1) A large amount of the surface of the planet will be the 'ocean' mesh. This is not a voxel, so it can't be mined or built upon. This creates a disjunction with the game: we can't interact with this thing (aside from standing on it).
2) Having an 'ocean layer' works for planets that have liquids of one sort or another (water, lava, methane, mercury, etc). It does not work for planets that don't have liquids. I can accept mining beams not working on or through liquids, but I can't understand them not working on solid dirt or sand. I can understand not being able to build voxels on liquids, but can I build on the barren fields of rocky 'ocean?' I can understand an ocean with no life or formations anything interesting to look at, but not a barren landscape that has no hills, plateaus, canyons, or rocks.
This can be solved by saying that all planets have some sort of liquid... but that's not an intuitive way for space to work.
3) What happens when I'm below the surface of the 'ocean' mesh? Lets say that on a continent I dig a tunnel 100 blocks down, then 1,000 blocks to the right. What does it look like? What's down there? Can I swim? Then let's say I'm on a planet where the 'ocean' layer is rock, what do I see at the end of my tunnel?
Plate Tectonics? A plate tectonic can have either an ocean, or a landmass. The entire planet would be covered in plates with randomly generated, irregular shapes. They would fit together like a jigsaw so that they wouldn't leave any gaps. They would of course be limited in size - otherwise they wouldn't connect well, but you could get decent sized continents if several plates generated as land next to each other.Yeah, I placed squares to show how relatively easy it would be. It would be nice to have more natural-looking continents. I'm not sure how dynamic meshes (and associated water blocks) work versus static ones, so I'm not sure how more natural continents would work.
Very minor note, but this is not a good idea, by the way. Any buildings on the mesh part of a planet (the seafloor, etc.) should be either 'docked' to the mesh or static like a station. Otherwise the thing will be constantly colliding with the mesh... And jiggling around by miniscule amounts... and generating lag.If it is a solid surface, you should be able to lay down an entity on the surface (not docking, just sitting there) and build up with that entity.
One of the benefits of this will be that multiple plates won't be touching each other. You could test it out on a server once implemented, but if you have multiple "continents" touching, you'll have the same interaction lag you see with current planets, especially with mass-salvage operations. Keeping the continents separated is part of the plan to keep lag minimal on this planet type.Plate Tectonics? A plate tectonic can have either an ocean, or a landmass. The entire planet would be covered in plates with randomly generated, irregular shapes. They would fit together like a jigsaw so that they wouldn't leave any gaps. They would of course be limited in size - otherwise they wouldn't connect well, but you could get decent sized continents if several plates generated as land next to each other.
Schema! Please add this or something similar! Dodecahedron planets are absolutely hideous!
I didn't say it was a good idea to do so! Just possible for players to do, is all. Maybe the planet meshes could spawn non-salvagable "ghost" rail dock points with a random direction rail facing the point direction outward (away from the planet) at each vector point for this purpose. You could theoretically have them all pointing to the north pole of the planet, but then you have to set the poles to point somewhere, assuming the mesh comes to a point at the poles. Galactic North would be the first choice for these special pole rails.Very minor note, but this is not a good idea, by the way. Any buildings on the mesh part of a planet (the seafloor, etc.) should be either 'docked' to the mesh or static like a station. Otherwise the thing will be constantly colliding with the mesh... And jiggling around by miniscule amounts... and generating lag.
Personally I would like this, I think building spaceships that are also ships would be really cool.1) A large amount of the surface of the planet will be the 'ocean' mesh.
Why not have a liquid ocean of some sort on every planet? It obviously isn't realistic, but it would be very interesting.Having an 'ocean layer' works for planets that have liquids of one sort or another (water, lava, methane, mercury, etc). It does not work for planets that don't have liquids.
The sphere you used seems to be the same basic type blender and other programs use.I have finally rendered my idea for a different planet style.
View attachment 15229
What are those at the poles? Why, yes, they are polar ice caps, thanks for asking.
My idea for a planet is an expansion of the 3-D planet idea. It consists of 14 parts: north and south poles. 8 square "continents", an atmosphere layer (not visible in the render above), a middle layer, usually an ocean, a bedrock layer, and a core. (I think current planets also consist of 14 parts, including core, atmosphere, and 12 continents.)
The core is unchanged. It should have all those wonderful changes folks talk about (mining), but should mostly be unreachable until something happens to the bedrock layer....
The bedrock layer will be a solid mesh. For gas planets, it would be just like the "ocean" layer, but with instakill for all astronauts, other fauna, and ships. (Heavy pressure). Can be mined. Slowly, slowly regenerates, but provides one of each resource to a capital-level mining operation (one maximum) on each of the 10 continental plates, including the ice caps. So you can get a maximum of 10 of each ore and crystal on each planet you own. When this layer is destroyed, either through over-mining or damage, the ocean and atmosphere layers above it are instantly destroyed, the continental plates are thrown off as asteroids, and the core is exposed as the only remaining piece of the planet.
The ocean layer will be a mesh, and can be solid or fluid, depending on planet type. (Example: conventional M-class planets will have a swimmable, "flyable" ocean, while desert or rocky planets will have un-swimmable, unflyable bedrock "ocean".)
The polar ice caps will usually be ice, but this may not be true for all planet types. It's just a cubic biome going down from the surface of the ocean layer down to the surface of the bedrock layer.
The regular continents will be cubic biomes that also go down the depth of the ocean layer. I guess they could be pentagon-shaped like the ones on Dedecahedron planets, but I consider StarMade a rather cubic metaverse.
Because there is a big giant mesh separating all the different plates, optimization should be easier. Mining and ramming and landing will no longer affect more than one plate at a time, so this is why it will become much easier to handle optimizations.
Gravity will be normal (straight down) on each plate. On the other hand, if you drive or float across the surface of the ocean layer, the game should be able to set "down" to always point at the center of the planet.
tl;dr: I think this solution, where planetary plates are embedded in larger meshes will allow for larger plates, much larger planets, and a more satisfying planetary encounter. This solution will still require significant optimization to reduce lag on each plate, but that optimization will be easier on plates separated by larger meshes than on the current dodecahedrons.
There is an easy solution as simple as setting a flag on a block.So what about if someone builds an orbital elevator? Should the blocks get wider as they go up? How do you handle structures that extend the planet into orbit?
Yeah, apparently you can handle the surface just fine. But what about orbit? What about digging down?
EEEEEEEEEEEEEEEWW!!! I beg to differ. Having liquid on EVERY planet would make it far less interesting. Variety is what makes things interesting and fun. Even if liquids were all different, the general feel of all planets would be too similar.Why not have a liquid ocean of some sort on every planet? It obviously isn't realistic, but it would be very interesting.