This will include full source-code and priced at about USD 150.00 in the Asset Store. But will be submitted to the Asset Store only when complete and polished.
For those who really believe in my word when I say that it’s still unfinished but really close now, is is available right now, with full but incomplete source-code (although already functional) for USD 99.00 through Paypal. The current version is functional but still lacks some visual features (like the atmospheres), and needs some polishment here and there.
Those who buy before the final release of course will get some special attention from me and may receive some gifts in the future.
IMPORTANT: the current version is for Unity Pro only, but a Unity Indie version will follow.
I have developed an independent C++ 3D engine that can render full sized planets in realtime. Considering the huge worldwide success of the Unity3D engine, I’m now considering (well, already started =) doing the same thing as an extension for Unity3D.
I have studied Unity3D a bit, enough to be pretty much sure that I can rewrite my algorithms to work completely integrated, directly within the Unity3D editor. It would allow Unity3D developers to create complete, full sized and unique planets in seconds.
But I’m curious, will the community find it something interesting?
it looks absolutely impressive. but i would like to know how one could populate the planets with vegetation and any other additional geometry.
do you have to fade to a “classical” scene? and how could this be done seemlessly?
If you can make it run fast enough even with multiple planets in close proximity (for example 2-3 planets colliding) then I will change my salary account to your bank account.
This sounds great, and I can imagine a number of uses for this project,but:
How big is “full sized” for a planet. Scale is such a terribly difficult thing to achieve, and if one really did get an earth sized planet, how could one play a game on it?
Vegetation and other geometry can definitely be added to the planets — I did not implement this part yet, but it is planned and will be handled in an automatic way (no need to manually place things).
There is no need to fade to a classical scene, and there are no transitions at all.
Well, it is perfectly possible, but then it’ll use more memory and CPU/GPU cycles. Processing requirement by close proximity planets is around O(n²). If your target has enough memory/CPU/GPU to spend on that, it’ll just work as expected.
Sounds nice But whats about streaming and integration of unity terrain?
A real size planet is fine , but if you place a lot stuff on it it need to be stream able.
Overall Thumbs up for your project.
If possible do not make it as a plug-in, all the unity free version user will thank you for that.
I know converting the C++ to C# will take some time, but it will give much better usability and extendibility.
My guess is that if you needed to play any sort of game with an open world the size of the earth, your game will need procedurally generated levels, which will take cycles to process and place but should be fast to pass as one would only be passing parameters not levels.