Hi everyone!
So this will actually be multiple questions and I’m afraid some of them will be a bit tricky.
So, here is my plan:
The concept is that the game is a multiplayer game and each player acts as a crew member on board of a large space ship.
You don’t actually control the ship itself, you control a character and you are able to walk around freely on board of the ship and use cannons, steering devices, etc.
Now the problem is how to simulate the actual movement of the ship.
If I simply move it with an AddActorLocalOffset node the player actually moves along with the ship just as he should but once the ship reaches a certain speed the physics start to get wacky and you glitch out.
The lighting rendering gets ugly, too. I’m talking about really high velocity here but unfortunately space ships tend to be really fast.
Theoretically, I could try to just have the ship stand still and make everything else move instead but I would like to make it possible that other players can be on board of and fly other ships as well and then that would become a problem.
So, do you have any ideas how I could perform the movement of the ship so that the player doesn’t glitch out of it? Can you maybe attach the player to the ship so that he always stays in place but can still move around with inputs?
And any ideas how to simulate the high speeds without messing up light rendering?
Another issue I have encountered is the rendering distance. Obviously, rendering a star that is a million kilometers in radius and two million kilometers away is not a possibility.
But if you want to be able to move around freely in space you could also fly close to a star’s location.
Is there a way to increase the rendering distance of an object to such extreme extents (with a super low-poly LOD, of course) or is it better to somehow fake it, e. g. by simply putting it in the material of the sky sphere? But even then it would eventually have to switch to an actual object at a certain distance and that distance would probably still be too far in order to be renderable. And the object would be huge. (By the way, would the massive size of the star have an effect on performance even if it is low-poly and low resolution? Meaning: Does scaling things bigger affect performance?)
Eve Online can do it too. How does CCP handle it?
And last but not least, is there a limitation as to how far away from point 0,0,0 the player should move?
As you can guess, it would be insanely far in this game. Would it maybe cause performance issues or bad rendering or physics calculations?
I am not yet very familiar with UE4 yet and I am aware that those are quite advanced issues and not really suited for a beginner like me.
But I am more of a game designer and less of a programmer or techie and this is just a private project I’ve had on my mind for quite a while.
I’ve been collecting a bunch of gameplay ideas for this for a while that I really liked and I just want to give it a try.
I could do it in Unity but the physics engine there would probably cause me to glitch by the time the ship hits the speed of a granny on a bicycle. And I probably would encounter the same issues anywhere.
And sorry for the wall of text.