I was looking at making a simulation of a vehicle which will travel long distances. A large collision object plane with a rigid body on it would work, but it seems not a very elegant way of doing it. Also the curvature of earth has to be solved somehow.
I’m just wondering if anyone knows what approach is used by major simulations platforms?
The curvature of earth… do you plan to make a whole globe then? even when dynamically generating, it’s not like the curvature is going to help in ANY way, that would even make generation itself quite cumbersome.
why do you so badly want this to be a globe? I think you’re probably just looking at something in the wrong way, causing yourself unnessecarily big other issues with it.
You don’t normally see the earth’s curvature either, right?
thing is… by the time the earth’s natural curvature would really influence how something’s displayed, it’s already much too far away for unity to even display too.