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loading planets/ rendering distances (KSP planet)
ive been attempting to remake ksp (kerbal space program) in unity and have a working playercontroller and some test ships but when i try to use planets they get way to big for my computer to handle and i was wondering how ksp handled this with loading those massive worlds that dont even appear spherical
Answer by MakerBen · Jul 11, 2020 at 07:43 PM
I am working on sorta the same thing. the first issue with large planets is LOD (Level Of Detail) which means the triangle count where the player is should be HD but you only need a small if not any triangles on the other side where the player cant see. The other thing is floating point precision. the farther out you go the less decimal points of precision there is. I suggest Sebastian Lague on Youtube to get a start. I hope this helps.
To continue with floating point precision you need to shift the universe relative to the player. So in the inspector this player is staying near 0,0,0 but the universe is moving around it. Sebastian Lague covers that in his Coding adventure series. He has released a new one with terrain, It could be a good starting point for you. I used his old tutorial on procedural planets.
i was watching his solar system simulation when i got the idea and based my idea around his code with some modifications. ill try to implent the lod with his stuff and try to move the solar sytem around my player now
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