Quote (boyan3001)
I miss the main point about simulating such large mass motion. Gravity infulence inbetween. Is it possible to heavily simplify this motion? In example, to group stars in clusters and than calculate cluster on cluster influence. Just to get some galaxy motion?
This is the way modern super N-body simulations like Millenium simulation or galaxy collision modelling is used. Supercomputers are allowed to run simulations with billions of particles. But in the interactive game, and on a common PC, I've limited it to several thousand particles, even using CUDA or OpenCL. This means that I can model rotation/collision of galaxies on level with huge chunks of stars, or have volumes with several hundreds of millions of stars in them. Inside, those stars chunks will be fixed or animated by some law to create the illusion of continuous motion. Anyway, there is two big problems: How to handle such animated stars in the galaxy's generating/rendering engine. And how to handle thousands of galaxies (or even trillions in entire procedural universe) that would have to be animated simultaneously.
Quote (neutronium76)
Space Engineer I would like to ask a question: Is it be possible, when you accelerate time (by pressing "L" button), to proportionally "accelerate" velocity? What I mean:
Yes it is possible. It may be added as a feature that could be disabled. But in the game will be spaceships with a hyperjump drive, because it is impossible to create an online game where every player can accelerate time to its own factor...
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