(2 times the size of the sun, but its angular size is similar to the sun’s, i wasnt trying to be realistic with this red giant because it was just a test)
The game is pretty unfinished currently,
The planets are 1:1340332000000 scale
Every planets size was relativistic to the earth, and the earths size in the game is 4096, so that 4096 number is multiplied, and increases or decreases depending on the size of the other planet, so the sun is 100x~ larger than the earth, basically everything is scaled down without having exaggerated sizes (like my last game)
The rocky planets are meshes, which are divided into 8 chunks so they can be double the studio part size limit
I also have a very customizable orbit system
Each planet has scientific values taken straight from NASA which means their eccentricity, inclination, tilt, and rotation speed (had to be scaled up a tad bit) are all almost accurate
(i also need to know how make realistic atmospheres that dont require a transition while your on the surface, i’ve already tried the billboard technique
just realized i accidentally forgot to remove (ignore venus) because the previous sun thingy was flawed, i forgot to add the size to the sun so it appeared as a little tiny dot)
gravity is already added, just didn’t tweak it to correct values yet, and i’m still trying to find a thing i could use for a atmosphere that’s realistic, and not laggy, and there’s no need for any scripted transitions from space to surface
im back with another banger, i figured out how to also make particle emmiters work with the fake planet bodies that appear at far distances, with the new fictional black hole, (which has been in multiple of my space games), Thamaus!
It is absolutely massive, 1519.75x bigger than the sun infact,
The planet below is atheron, the model got bugged when getting sent super duper far away, heres what it’s meant to look like
i’ve also figured a way on how to make gravity able to be super duper realistic, while also being a bit exaggerated, i’ve used M = gr^2/G, where as
g = surface gravity
r = radius
G = gravitational constant
im going to be able to multiply calculated surface gravity by 20, so it can be like the default roblox gravity, The surface gravity on earth is 32.2 fps, multiply by 20, what do you get? 196.2!
Well, i dont plan on making it an actual game, but i might only do it if people reallt want it to be a game, i will progress further once i find a good atmosphere module