It want Unity to simulate a space-system, I think of mimic it a bit similar to eve online to archive this.
So, here is the data (at least, what my solutions would look like in theory):
There must be a invisible sphere around every ship, so that you can´t see objects (except for the skybox), that are behind this sphere. This sphere moves centred with the ship.
There must be a kind of invisible “grid-plane” around every stationary object (like Planets or Nebula), also. I am not sure, if it has to be always there (static) or cold be created, just the moment, a ship lands nearby.
To travel near to a planet for example, you use a “warp to object” function. The ship starts turning in the direction of the object to what it be warped, speeds up and then – zapp, it stretches and disappears, leaving just a white-blue-afterglow.
After a while, depending on how far away the planet was, it “lands” on a random position on the “planets-grid” (or maybe just creating this grid, the moment it lands close to it) and warping is over. Now the ship can navigate and move in “sub-warp-speeds” again.
Sub-warp speeds are very slow, so it would take let´s say 24h to fly the distance to a planet “sub-warp”.
I want to do all this, to create the illusion of fast (warp) travel and a huge solar-system in the same time, without getting into trouble with scales or engine limitations.
Would that be a efficient idea or are there better ways to do something like this?
As I am a total noob to Unity, I got really no idea, how to get started with this, or what tutorials suits me best for this.
I want to create many solar-systems, that are linked with star gates.
How would I do this? Creating just on “scene” (aka solar-system) is on thing – but how to link this to another one and so on? Let´s say I want to go up to 25 or so… and every one contains 6-12 stationary objects.
Is that too much?
Best Regards,
ELO