Best practice for a endless 3d space (unniverse)

Well after overthinking my game concept
i recognized that allmost every Sci-Fi spacegame uses jumpgates and i thought of using warp instead, which would mean that i would be in need of an outer world dome wich only and limits rhe vie distance it only should rotete but not move and i thought of a kind of 3D tiles system which rotates and moves when it looks like the ship “moves”.

the worlddome-tiles-ship- size relation is planed as 80.000-40.000-1

for example (in km) dome 200.000km diameter
tiles = blocks of tiles with 10.000km size in each direction so 1000 tiles per block = 8000 tiles viewwable…

the datas should be loaded simioultaniously from a database through the geometric i would be able to calculate the ammount of tiles need to be loaded which and by the shipspeed i could calculate the intervall

in my case / fastest ship and 4000-6000 tiles to be loaded each 10 seconds.

now my question is there any better way ro do that?

Not sure if this is a good idea… if the world moves instead of the player, you are going to run into significant problems once other mobiles are in the game… not to mention physics is pretty much out the window.

You can still page your world as described above, just steer clear of the stationary player concept.

If I misunderstood you, please ignore!

If it is space and has no voxel planets, abandon the concept of tiles.

Space is around 99% empty, so you should only have fery vew objects in visible range + a few imposters for larger far away objects.

Then don’t save each object, eg a astroid field could be saved in each astroid, or you could safe an astroid field builder, with a seed that randomly generates the asroids on the fly, but always the same. (As else you will kill ram and db)

Moving the world an approach I do as well, the camera is always at 0,0,0 (well it gets reset periodically, to improve performance and not every frame),
However this only works for display logic, the server cannot do this, but there are ways around this (eg not ussing one physicspac,e but one per ship and do the force calcualtions outside of bullet in a double space.

well you both understand me correctly,

@t0neg0d well each object has a desired position and rotation, so it should be not so hard to recalculate the position in view from the own ship, i did that in OGRE once.

@Empire Phoenix thanx for your tipps, i think i will test around

the problem with astro builders or nebula builders is just that the displayed datas in a mmo must stay the same for each player, so a pure generic space would display not allways the same data, opposite i could rondomly generate contens that are not static so i just need to save them temporarly when the random generator says now generate obe here fopr this player and save it to db if a secon user comes i viewrange…

Thats where the seed comes into play, same seed should always create the same result, of course the algorithms must be made with this in mind.

i think that you can’s use a tile approach but you’ll maybe get a performance boost if you can have a tesselation of your universe (yeah a 3D one). as @Empire Phoenix said, it’s not efficient to store a grid with a lot of empty cells, but it’s also not efficient to review all the stars/planets/asteroids of your universe all the time. i think that a tessellation is a good balance.
You can have a look at : http://en.wikipedia.org/wiki/Voronoi_diagram

I tried myself to create such a universe in the past (who didn’t ?), but i wanted to have spaceships with a real physic and … well, it is hard to control a spaceship and prevent it from going crazy :slight_smile:

Well, right now i am developping my fps multiplayer game, and i hope that later i’ll be able to create a multiplayer distributed (p2p) asynchronous tycoon game in space. I have a lot of ideas about it. I think it would be awesome, and even more with the pachelbel’s canon (“utopia, creation of a nation”, i miss you :’( )