Quantcast
Viewing all articles
Browse latest Browse all 165

Random generated debris in empty space

So I'm building a simple space game. Basically you're able to float around at absolute freedom without any drag or gravity. **Here's how it works:** - I use rigidbody.AddForce to propel the player forward. - When player gets further than 100 units from the center of the map, he, and every object is teleported back, seamlessly keeping him in the center of the map to avoid floating instabilities at extreme distances while maintaining the illusion of infinite space. - At the beginning of the level, a lot of debris models with rigidbodies are spawned within a radius of the player. - Certain events in the map delete all current debris floating around, and randomly spawns some new ones in a radius around the player. - The debris is in constant movement, and allows the player to bump into it, changing its and his velocity and rotation. **Here's what I want:** - When the player moves into an unexplored area, i want a script to automatically populate that area (within a large radius of the player. 1000 units to be exact) with debris from an array. If the player should return to an already populated area, the script should do nothing. I thought about using chunks like most games with infinite worlds, but I've got no clue how to implement it. Note: I write in C#.

Viewing all articles
Browse latest Browse all 165

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>