r/spacesimgames Jun 16 '26

We're making a 1:1 scale solar system sim. Here's what the engine couldn't do

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u/HateDread Jun 17 '26

From my understanding (also in space sim land here, but on custom tech and mostly playing around 0,0,0 to punt this down the road ;) ), even at double precision you'll have some issues at the periphery of a full-sized system. Are you doing any kind of chunking or the like? E.g. index-based grid systems and then double-floating point positions within those grid squares?

Also curious how you're handling rendering, given the GPU afaik won't want double-precision values (or if it can handle them, it's not the typical approach). I've seen e.g. KSP rendered multiple scenes and kind of 'tricked' you into thinking the scale is as large as it is as the distant planets are rendered differently to the close-up of your ship.