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-   -   Planets... or billiard balls? (http://forum.shrapnelgames.com/showthread.php?t=15817)

milo September 28th, 2003 05:42 AM

Re: Planets... or billiard balls?
 
Quote:

Originally posted by Phoenix-D:
And coding in gravity would be such a nightmare it makes my head hurt just thinking about it)
<font size="2" face="sans-serif, arial, verdana">Well, having gravity would make no sense since the planets and moons aren't in orbit around anything. I don't see any reason to model gravitational effects. It might be nice to have a "Warning: Gravity Field Detected" message when you get close to a planet, just to give you a feel for when you are getting too close for comfort. But it's such a minor tweak I wouldn't want Aaron to lose any sleep over it.

Quote:

hint: count the number of planets Freeport has
<font size="2" face="sans-serif, arial, verdana">Why would the number of planets make any difference in the code?

Phoenix-D September 28th, 2003 06:03 AM

Re: Planets... or billiard balls?
 
Because if you model gravity accurately, every single one of those planets has an effect. In a different direction, and changing as you go.

DeadZone September 28th, 2003 10:26 AM

Re: Planets... or billiard balls?
 
It would be cool if the planets were orbiting the sun and moons with them, but then wit the size of the systems I really think it would be no point

bgyklr September 28th, 2003 06:48 PM

Re: Planets... or billiard balls?
 
i arent a programmer in any way, but i does got an idea for the tiny planets problem:

make the ships smaller!
iz that not poss, cos it sounds easy 2 me

DeadZone September 28th, 2003 07:09 PM

Re: Planets... or billiard balls?
 
I would believe that detail would suffer with that one, but could be worth trying I pose


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