Thanks for the replies. Glad you enjoyed the experience.drash
: Hi ! ... Titans of Space was one of my very first OR experiences and continues to set the bar for me in terms of polish and presentation, and is also my go to demo for anyone I wish to show them what an Oculus Rift actually is ... so thanks for getting me hooked in the first place.
The scale of the planets used in Titans of Space is something that puzzled me. I believe you scaled down so that 1m ~ 1000km (ie. Earth ~ 12m diameter), but even with such a large scaling down, Titans of Space still managed to give an impressive feeling of scale (particularly when the largest objects were introduced into the scene). So I was curious as to what the whole thing would feel like at a larger scale - hence this demo.
I am 1000 generally times larger than this, but 1000 times smaller than reality. ie. Earth ~12km diameter and the other planets scaled accordingly, with the exception of Jupiter and the Sun (which are "only" ~50km across due to far clip plane limitations).
Any significantly smaller scale than this gave problems due to the relative scale between the player's ship and the planets just looked odd (particularly close up, as I rely on the cockpit for giving the sense of scale). Going larger (ie x10), without scaling the planetary distances, made the sky look a bit too crowded. Also, accurately representing the distances between the planets made everything a bit too vast, so these have been manually fudged to feel "ok". So, the scale of the planets themselves is at approx 1:1000, but the distance between the planets is somewhere between 1:5000 and 1:100000 (and definitely not accurately represented).
I think (before getting the scaling right, and implementing full warp mode), I once spent 20 minutes getting to Jupiter, and without the feeling of speed (interplanetary space is quite empty, with no visual clues), it became quite dull. Perhaps with an autopilot or something to do onboard while travelling these distances may help, but sat in a tiny ship with nothing else to do, it is clear that interplanetary travel is quite dull. This is where the warp mode became a necessity.
The large distances were also problem within Unity itself due to floating point precision, so I use my own coordinate system and continually adjust very distant objects so that they stay pinned to the limit of the visible sphere, but scaled to appear the right size. Once an object gets within the visible sphere, Unity takes over and the object takes on it's normal scale and position.
Where it goes next I'm not sure. I would like to add moons around the planets and generally more places to visit. Perhaps with more "stops on the way" the need for warp mode becomes less, but the need for a good navigation system (and autopilot?) becomes more.ash55
: It wasn't the intention to terrify you (there are already plenty of rift experiences for that !). This was supposed to be casual and gentle. Perhaps you are more responsive to the sense of scale and immersion than I am (or perhaps a month of development has dulled me to it). However, the scale was the purpose of the demo, so I guess that's a tick in the box.
Yeah, I think I would like to work on the visuals a bit more so that we could journey to some pre-set and classic views (earth-rise over the moon, blue marble, planetary alignment from 2001: Space Odyssey, pale blue dot etc...), with perhaps a few easter eggs dotted around the place for good measure. The notion of live (ie correct) positioning sounds interesting, and would mean I have to REALLY get on top of the coordinate system ... Perhaps I'll wait for the higher resolution OR for that.
Thanks again for the comments, and glad that you enjoyed it.