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#kerbalspaceprogram#unity#floatingorigin

Unite 2013 - Building a new universe in Kerbal Space Program

Unity

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  • Recommended by 2 people: 1 in engineering communities and 1 on Stack Overflow and its sister sites.
  • A classic. People kept recommending it from 2015 to 2026.
  • May be out of date. Uploaded 13 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

110K views13 years ago2 recommendations

Game developmentGraphics and audioUnity, Unreal and GodotBuilding a game enginePerformance and optimization

The developers of Kerbal Space Program discuss the challenges of rendering a solar system, handling floating-point precision, and managing physics at scale.

How hard can rocket science be, anyway? Creating a full-scale space flight simulation poses a number of interesting problems, like dealing with the vast scales of a solar system, maintaining a stable physics simulation and supporting player-created spaceships in the simulation. The developers of Kerbal Space Program talk about the many challenges the team faced, and the unique solutions they came up with in order to solve them. Help us caption & translate this video! amara.org/v/V69e/

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2 people recommend this

What people say. Recommended for its detailed explanation of solving floating-point precision issues and planetary rendering in large-scale space games.

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u/hydrogendeuteridein r/GraphicsProgramming • Recommends

Planetary rendering with quadtree LOD Building a solar system scale renderer that can handle real scale earth sized planet. Using floating origin with double precision coordiantes for camera and all objects. The planet is a cubesphere and each face subdivides to quadtree based on camera distance into 33x33 grid meshes. Keeping each mesh small enough to prevent GPU side 32bit float rendering issues when close(shadow shaking, terrain jitter etc.). Each terrain patch has a skirt around the edges to hide cracks between different LOD levels. Considered log z buffer at first but reversed z works well enough. This is for an actual game I'm working on, not just a demo. Referenced: [KSP d…
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Školstvoon Game Development Stack Exchange • Recommends

On “Why don't objects far away from the camera experience floating point issues?”

…e pixel. You also have to take into account that Kerbal uses many cameras to render a single scene. Three, if I remember correctly. One for the cockpit or ship, one for the landscape, and one for celestial objects. These cameras have individual near/far rendering planes. I hope this answers your question. This video goes into greater detail: link to this video…
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