THE type of space simulation you always wanted to play with a tremendous amount of customizable content. Colonize and explore worlds, research alien lifeforms and galactic phenomena, gather resources, build your own ships and destroy your enemies.
A short insight into System Generation and how it works.
Posted by b5cully on Nov 24th, 2012
Article
Let's talk about System Generation, shall we? I'll take our Solar Systems as example. The celestial bodies in our Solar System tend to increase in density the closer you get to the sun. There are a few categorizable zones in our system, and after analyzing the composition of planets, the structure of our system is roughly as follows:
Star | Rocky | Terra | Gaseous | Asteroids (Outer Skirts)
Considering all of this, generation of a semi-realistic Star System for a game really can be a pain. That is, if you don't have a system for it!
Based upon the observations I've made above, I've programmed a Star System Generator using a very similar structure. Star systems are divided into "RegionDisks" that hold certain planet distribution chances. Think of them like multiple, non-overlapping DVD disks with different radiuses on which your little sister/brother poured sugar or salt (=planets) on . These RegionDisks can be given multiple useful functionalities:
Clever system, I like it. Modular, wich means it allows tons of variety in the game - exactly what sandboxes like StarFire need.
Would be cool to see binary planet systems in the game.
Indeed!
I'm not sure what you mean by "binary planet systems", care to elaborate?
if you are referring to binary star systems, then yes that's what I was planning to do :]
That's indeed what I wanted to say. I blame sleep deficits :p