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This question was closed Jun 24, 2012 at 11:47 PM by Wolfram for the following reason:

Too subjective and argumentative

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Question by MigLeader · Jan 14, 2012 at 11:55 AM · optimizationrpgspacertsplanets

seemless transaction from space to a planet

hi my friends i wanted to ask about how someone can make the following possible:

i am making an RPG space simulation game and i want the player to be able to fly around the space and see the planets , but also he can get close to these planets and enter them and wonder inside the planet, there will be some buildings and will make the player be able to build buildings too , and there will be some fights inside the planet , i am talking here about optimization and details.

there will be a lot of planets and stars , but i will make them as systems(20-30 planets and stars) , so its better if its some kind of automated system.

shall i use Occulusion Culling , shall i use scripts to hide objects.

note: i remember the game (Elite) that allow u to enter planets and land on them and even fight,i want to make something like that.

any advice on doing this kind of game-play? thx in adv.

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avatar image MigLeader · Jun 24, 2012 at 06:34 PM 0
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i dont know why it has been edited and retagged as "noob"??, cant i ask here about anything??, and when i ask about something iam considered noob?? WTH.

i didnt ask for a whole work to be done for me , i only asked how someone can do wt i wrote above , just the main idea , not the whole script and project to be done for me !!!.

avatar image Wolfram · Jun 24, 2012 at 11:46 PM 1
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I am sure it was not meant as an insult. Some questions here are apparently tagged as "noob" or "newbie", in particular such extremely broad questions as "How can I make a game like X...?", "Is it possible to do Y in Unity...?", "This code does not work, here is my script of 500 lines", and so on. Obviously, your question falls in one of these categories. This does not necessarily mean it's a bad question, but it contradicts somewhat the purpose of Unity Answers, which is the possibility to give concrete, valid answers to specific questions, as opposed to broad question open for discussion, interpretation, or personal preference.

In addition, such a tag can in fact help other people who have just started with Unity to find questions that are likely to be more useful to them, because they might have similar problems as somebody who is new to Unity (which is not a negative thing).

Concerning your question, there is no concrete, single answer that can answer it, because it entirely depends on how you would construct your scene, what exactly are you planning to do, which is most likely the reason that nobody bothered to answer it so far.

That being said, I come to the conclusion that Unity Answers is not the best place for a question such as yours (see the "faq" link at the top of the page), and I will therefore close this question. The forum would be more suited for such a question.

A final note about the topic of your question itself: the most important problem you will run into when planning something where you can smoothly transition between interplanetary (and possibly interstellar) dimensions and local dimensions on the surface of a planet (possibly down to your starship's size), is floating point precision, because the vast differences in dimension will immediately eat up the mere 6.5 digits of precision that single precision floats can give you. So you'd have at the very first think about methods to work around that, by either doing some sophisticated scaling+translation, fake dimensions, or hidden transitions, and so on. Search both Unity Answers and the forum for general ideas and insights about how to accomplish that, there are several questions and topics dealing with that.

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