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Way to implement procedural solar systems


todofwar

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So I often see procedural systems recommended, and I thought of a way to implement it as a mod. Full disclosure: my coding skills hover around the ability to code tick tack toe so I'm not exactly an expert. Anyway, what if you wrote a second program that outputed configuration files for new solar systems. Place the file in a specified folder in gamedata with the other necessary components, along with a folder to store systems you're not using (that way you can have multiple, just need to remember to swap them out for the correct save game). So, would this be possible?

Alternative idea: a system editor. You type in things like orbits, sizes, and moons and it does the rest. Make solar system creation as easy as possible and have people upload their works to a server where others can download them. Over time you would build such a massive library that true procedural generation wouldn't be necessary. The editor would ideally make biomes and textures for your planets procedurally to streamline the process. 

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One thing I had mulled over previously was using something like the old ACCRETE codebase to randomly generate solar systems.  You could modify that to generate config files for Kopernicus, depending on how good your C coding skills are.  I translated that to Java at one point but lost the updated code in a hard drive crash a few years ago; my only copy was incomplete.

As far as generating heightmaps and biomemaps, that's up to someone else to create but you can make tiling Perlin noise generators fairly easily for a shotgun approach.

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