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Amazing system and you are an angel for offering this with MIT liscence, altough i found some issues on my uses that i plan on trying to adapt:
1: hard to keep track of nodes in the tree (since they keep changing positions and naming or straight up disappearing),

2: OrbitalObject3D doesn't extend physics nodes (for landing on planets and interacting with other bodies it'll be necessary to either switch nodes or adapt),

3: having a clear visual on where the SOI of bodies end, i get thats hard to do because appearently it changes from body to body but it would be nice to have a debug visualization, it helps with understanding what scale will be your solar system.


While writting these are the issues out of the top of my head.
And yeah maybe i'm dumb and these are me issues but i believe that fixing these issues could help a lot on developing with this system.

And once more thank you for your contribution.

Hi Motivatedclock! Thanks for your feedback, I'll keep it in mind for future updates. Adding a Gizmo that displays the SOI would be very useful.

The node isn't a physics node because it's necessary to keep orbital physics separate from collision physics; you need to manage it within your game. I recommend keeping the orbital system separate with just the OrbitalObject3D tree, where you can use real-world magnitudes, and separating the visible world with nodes that take positions, applying scales and deciding whether to use orbital position or follow other physics.

Thanks again for your feedback.