Three Dimensional Calculations

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    im a coder myself, although amateur, and i just checked back in on starmade (havent touched it in a bit, busy busy busy) and saw the post on three dimensioal planet calculations...



    what about using polar coordinates from a designated 'core' of the planet, where the planet is split along various planes in which it would use your polar coordinate to determine which direction should be 'down' and 'up'?



    example - if you jumped off the edge of a world, instead of having you fall, it would just automatically 'snap' you back to the surface along the new orientation? it wouldnt be a perfect solution by a long shot, but i think it would be one of the simpler ones, and still fit in with the feel of the game



    by 'snap' i mean altering the orientation, not immediately pulling you to the ground again. and for the very rare instance where you are EXACTLY on the line between two planes, you just retain your current orientation, until you actually step onto another plane.
     
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    If you\'re speaking in terms of central gravity, then the problem is that the only place you can build a square structure is on the exact center of the planet on the six major axis, otherwise the buildings would end up \"jagged.\"

    If you\'re speaking in terms of a planet who\'s voxel geometry is itself based on polar coordinates, then the problem is that the size and shape of each block is different depending on where the block is in relation to the planet core.
     
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    hm... a different way to explain what im trying to say -



    assume the universe is one big square grid. each planet is a cube. each planet would then have a \'core\' (a block or series of blocks near the absolute center of the cube structure)

    polar coordinates are defined by direction and distance. the direction part being the important one to this, not so much distance. if you are within X arc of the core, you are aligned to X plane. if you are within Y arc, you are aligned to Y plane. if you are EXACTLY between X and Y arcs, you are aligned to whichever plane you were aligned to before (meaning if you were on X, you stay on X, if you were on Y, you stay on Y.)



    by this logic if you jump off the \'side\' of the cube, you would be re-aligned to a different face because you entered the polar arc of a different plane. the relative \'size\' of each plane would get progressively smaller, because of simple mathmatics.







    a circle picture in reference to polar coordinates (mostly because polar coordinates would be circular by definition, at least technically)



    note - the planet itself would NOT be locked by polar coordinates, the polar crap would ONLY be used to define where the player is, and which direction \'should\' be \'up\'.



    this setup would only be using the \'direction\' aspect of polar coordinates. if anything, the \'distance\' part would ONLY be a function of gravity, at the least to determine the maximum distance which the player is affected by the planets gravity. a more advanced gravity system could be derived from it, but would be largely redundant