StarFire was created with the intention to provide a tool to explore the depths of the universe and its secrets in a playful, educational, and thought-provoking manner. In order to do so, the player must design his spacecraft in such way it fits his individual needs and play style, and most importantly, withstands the dangers that linger in the dark. As such, StarFire implements models based on science, and may also cross the border between reality and the paranormal.
A short insight into System Generation and how it works.
Posted by b5cully on Nov 24th, 2012
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: