So there is this game I want to make, it’s pretty much my dream game, I’ve been working on designing and planning it for the past several months, and now I am at the point of looking for programming options. My first thought was C++ alongside either DirectX or OpenGL but somewhere along the way Unity came up.
Based on what I have seen I know that Unity can indeed do a lot, but I still don’t know if it can do as much as I need it to, for now I’m going to go on the assumption it can but I would like to ask here to either set me straight or reinforce my confidence on the matter.
The game is a 3D space game in which I will essentially need an entire star system to be simulated all at once, so for example a star with maybe 10 planets and each planet has between 0 - 3 moons, probably a few hundred asteroids, and some planetary rings composed of individual asteroids. Note I’m not actually “simulating” it per-se because I will not actually be using newtonian physics on anything and all the orbits will only be calculated once when they are created. Now this part can probably fairly simplistically be done in Unity I would assume, but past this point is where my assuredness of the engine starts to break down.
The reason my assuredness starts to break down is because well, each once of these planets needs to be procedurally generated and have a relatively high definition landscape, as an example of “high definition” I’m talking about Space Engine at a LOD setting of 0 on it’s procedural planets. That is roughly where I need the quality to be.
On top of that I also need it to be able to run 100 - 200 complex AI at the same time, as well as load models and animations for each one of those AI, and then on top of that also have up to a few hundred static models on screen.
So there in lies my question, possible?