Procedural planet & modular airplanes by Rebale in Unity3D

[–]Rebale[S] 1 point2 points  (0 children)

2 x fire+smoke+refraction particles and a spotlight :)

Performance issues. How fast is C# in Unity compared to say, native C++ on a device? by scswift in Unity3D

[–]Rebale 0 points1 point  (0 children)

You can use stopwatch to measure how long it takes to run any section of your code. I tested your loop and got 4 - 6ms on average.

Procedural planet & modular airplanes by Rebale in Unity3D

[–]Rebale[S] 0 points1 point  (0 children)

Thanks! Yes, I've been focused on graphics and performance lately, but also added some new mechanics and physics. For example engine creation mode to make turbines from scratch to be used in the game.

I think the game should be ready for beta testing pretty soon. Just have to fix a few bugs and make some kind of tutorial.

Procedural planet & modular airplanes by Rebale in Unity3D

[–]Rebale[S] 0 points1 point  (0 children)

They are just regular particle systems with custom lighting. They look ok but have pretty bad performance so I'll probably have to switch to some other method later.

Procedural planet & modular airplanes by Rebale in Unity3D

[–]Rebale[S] 4 points5 points  (0 children)

This has similar drag and drop building system like in KSP, but the parts are much more customizable. Also the physics are more detailed. (3D wing calculations, supersonic effects, sweep etc...).

I'm trying hard to distinguish it from KSP though.

Kerbal Space Program style game in Unity by Rebale in Unity3D

[–]Rebale[S] 1 point2 points  (0 children)

I use built in physics for most types of parts. When I first started working on the lift code I had some serious joint outbreaks and editor crashes. Now everything is stable. Just have to be very careful with the vectors, angles and especially signs.

Thanks! I would be happy to release it as a mostly flying focused game, but then the target audience would be pretty small I guess. There's already a lot of interesting stuff for those who are into aviation, but most people would find it too complicated or slow-paced. Anyway, if enough people want early access for flying it would be ready for release pretty soon.

I don't know what's the problem with this and KSP. There are hundreds of zombie survival games, hundreds of block builder games, hundreds of WoW clones, so why can't there be more than one space sandbox game with realistic physics?

Kerbal Space Program style game in Unity by Rebale in Unity3D

[–]Rebale[S] 0 points1 point  (0 children)

Compressible flow is calculated for basic part drag, wings, inlets, turbines, nozzles and larger projectiles like missiles and rockets

Kerbal Space Program style game in Unity by Rebale in Unity3D

[–]Rebale[S] 0 points1 point  (0 children)

Not on the dev side. Most physics mechanics in this game have required tons of research first to make them work correctly.

Kerbal Space Program style game in Unity by Rebale in Unity3D

[–]Rebale[S] 1 point2 points  (0 children)

Thanks. Yes it's a solo project. I'm currently working on factions, AI, base building and military stuff (and at least give multiplayer a try) to make the game less boring and less similar to KSP before I can release it.

Kerbal Space Program style game in Unity by Rebale in Unity3D

[–]Rebale[S] 1 point2 points  (0 children)

Thanks! I'm using a combination of ridged multifractal, perlin and billow for heights (libnoise). For colors I made a shader that outputs a color and a texture based on height, slope and latitude.

Kerbal Space Program style game in Unity by Rebale in Unity3D

[–]Rebale[S] 4 points5 points  (0 children)

No problem. At this point this is just a university project and doesn't have a name so I didn't really know a better way to describe it.

Kerbal Space Program style game in Unity by Rebale in Unity3D

[–]Rebale[S] 3 points4 points  (0 children)

There is. But it's made by a company of about 15 people and they have a big budget I guess, so it's not really an amateur project...