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TripHamer
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Joined: 07/31/2010
Just thinking off the top of my head
Matt Barton wrote:

I've been working on making a procedurally generated solar system. That turned out to be a lot harder than I thought, since I want planets to have different orbiting speeds and each match to be a little different. I still need to add some random moons and then figure out to let players select the planet (or moon??) they want to orbit. In short, tons of work to do.

Just thinking off the top of my head, it shouldn't be that hard to do once you get one working.

I would think that you can just define the min. and max values for each.

For example:

Each solar system has one sun (I assume) that all the planets revolve around.
There can be a minimum of say 2 planet in the solar system and a max of say 12.
Min and max distance the planet can be away from the planet before it. (or the sun in the case of the first one)
The min and max amount of moon a planet can hold and (if you want) the orbit of each moon can have a min and max distance from the planet.
The starting position of the planet in it's orbit around the sun (0 to 360 degrees) and the min and max speed they revolve around the sun

and so on

And you really only have to do it once and then make instance of that class (which obviously can be a random amount). And every time you make an instance, you can have it automatically define the parameters. I assume you know that a class constructor runs when you make an instance of it.

If you follow what I'm saying. (I know what I mean and hope I made it clear enough for anyone but me to understand) :)

n/a

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