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Posted: Fri Jun 30, 2006 4:10 pm
by asheron2k
Idea: Add large hollow planets to the game.
Old Topic

Have not started coding yet.

Tell me what you think /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

Posted: Fri Jun 30, 2006 4:28 pm
by kai121
So your also saying that you would be able to build Outposts ect...on the planets surface? If so, you could have it so that it would have 2 build models, one for when being built in space and one for on the "planet". The only problem i could see about having planets would be the size...maybe some moons, but a planet seems a bit too large (unless you want to scale down major style).

Posted: Fri Jun 30, 2006 4:44 pm
by guitarism
wheneer people say hollow, or talk about being able to fly into a 'roid, my mind goes !Polyogn count! Polygon Count!

Posted: Fri Jun 30, 2006 6:51 pm
by asheron2k
Kai
...That could be a possibilitie later on but at first I will probably have them seperate
Guitarism
...Special offer: Planets as low as 720 pollys

EDIT:
If normal asteroids were placed around the planet would you rather them be placed around it in a disk shaped ring or randomly in all directions?

Posted: Fri Jun 30, 2006 11:04 pm
by Joeseph
The smallest planets have to be at least 1200 km? (someone check- it's more than 1000, less than 1500) in diameter. Just to let you know. So moons would probably be better, maybe orbiting a background planet?

Posted: Sat Jul 01, 2006 4:47 pm
by asheron2k
I didn't specify major or minor so /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

And besides... they are hollow and this is a game.

ALSO: there is no real set definition for a planet and my idea meets multiple definitions..
Wikipedia wrote:A planet is a body that directly orbits a star, is large enough to be round because of self gravity, and is not so large that it triggers nuclear fusion in its interior.
Wikipedia wrote:A planet is any body in the solar system that is more massive than the total mass of all of the other bodies in a similar orbit

Posted: Sun Jul 02, 2006 1:28 am
by Joeseph
asheron2k wrote:QUOTE (asheron2k @ Jul 2 2006, 02:47 AM) QUOTE(Wikipedia)
A planet is a body that directly orbits a star, is large enough to be round because of self gravity, and is not so large that it triggers nuclear fusion in its interior.
Planets have to be a certain size (refer to my above post) to be rounded by self gravity.

Posted: Sun Jul 02, 2006 1:37 am
by asheron2k
No they dont...
Size != mass
The plates have a superdense Thorium core. /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" />

EDIT: on second thought would you be happy if I said they WERE planets that go stripmined... /huh.gif" style="vertical-align:middle" emoid=":huh:" border="0" alt="huh.gif" />

Posted: Sun Jul 02, 2006 9:42 pm
by Joeseph
I thought that they were hollow ? jk

Posted: Sun Jul 02, 2006 11:48 pm
by asheron2k
[Technical stuff]
This is code that SHOULD place any "orbiting" asteroids/moons around the planet around an axis
Its like the currently used system but it has a hole in the middle ,for the planet, and is squished along a different plane

Code: Select all

float rotX =  -1.0f * atan(axis.z/axis.y);
float rotZ =  -1.0f * atan(axis.x/axis.y);
position = Vector::RandomDirection();
position.z *= lens;
position *= (radius - orbit - rThing) * pow(random(0.0f, 1.0f), 1.0f/3.0f) + (orbit + rThing);
float oldX = position.x;
float oldY = position.y;
float oldZ = position.z;
position.y = oldY * cos(rotX) - oldZ * sin(rotX);
position.z = oldY * sin(rotX) + oldZ * cos(rotX);
oldY = position.y;
position.x = oldX * cos(rotZ) - oldY * sin(rotZ);
position.y = oldX * sin(rotZ) + oldY * cos(rotZ);
axis is the axis they are placed around
position is a vector that represents the asteroids position
RandomDirection returns a random unit vector
lens is a value that squishes the position(that could be anywhere along the edge of a sphere) into a disk
radius is the sectors radius
orbit is the minimum distance I want the edge of a rock to be from origin
rThing is the radius of the asteroid
<<<Still knows nothing about vectors

If something doesn't look correct or you have a better way to do it tell me..K /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

As for differentiating the plates from normal asteroids I have decided to use,instead of the 8th bit(my original plan) or just assigning them different values(Tigereye's suggestion), the last(first?) 4 bits, like an area code, similar to my original 8th bit plan, differently to verify wheter or not an asteroid/planet can be built on.
Example:

Code: Select all

[0000]0000 00010000 or 0x0010 (uranium asteroid)
[0001]0000 00010000 or 0x1010 (planetary uranium)
[0011]0000 00010000 or 0x3010 (some other "special" uranium)
currently a con for a U asteroid could only build on its own rock(which is good)
a con for a planetary u could also build on a U asteroid(not good because you have a landmass floating in space)
and a con for that other nonexistent U "thing" could be built on any of the others(same problem as above
If during verification we divide by 0x1000 and only allow cons, that would otherwise be able to build, with the same value to build those problems are eliminated and there is still ample room for future addition(a total of 16 sets of rocks with 12 rocks each, currently we only use 7 types)

Again, any comments would be appreciated as no actual coding has been done.
[/Technical stuff]