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Re: From a building perspective...

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Anticodist is not online. Anticodist
Joined: 05 Feb 2014
Total Posts: 1191
27 May 2015 10:27 AM
Say that you have a game universe.
And each 'child' place of the universe is a star system. (solar system)
What would be the best method of putting realistic distance between each planetary body but also being able to see say the sun at a great distance. However, it gets smaller on the horizon as you get further back. These distances can be anything, they don't need to be the distances that pertain to our solar system.
~
I realize this was a bit of a read. Any ideas would be appreciated!



-𝒩 | Anticodist, Scripter
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TheTurretCore is not online. TheTurretCore
Joined: 16 Jun 2014
Total Posts: 209
27 May 2015 10:31 AM
I haven't tried this myself, but you can try controlling them with localscripts. Detect the distance away, and decide how to render it.


Game.Players.TheTurretCore:GenerateSiggy()
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Anticodist is not online. Anticodist
Joined: 05 Feb 2014
Total Posts: 1191
27 May 2015 10:32 AM
However, that would require FE.



-𝒩 | Anticodist, Scripter
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Anticodist is not online. Anticodist
Joined: 05 Feb 2014
Total Posts: 1191
27 May 2015 10:48 AM
le help pls



-𝒩 | Anticodist, Scripter
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epicbreaker is not online. epicbreaker
Joined: 23 Apr 2011
Total Posts: 2791
27 May 2015 10:58 AM
.magnitude

(Vector3 - Vector3).magnitude
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Anticodist is not online. Anticodist
Joined: 05 Feb 2014
Total Posts: 1191
27 May 2015 11:02 AM
I am aware of how to do something. I am just wondering if there is a way to do this, (without using FE), to put realistic (proportional) traveling distances between celestial bodies when traveling by spacecraft, which have warp capabilities. However warping teleports you to a new 'child' place.



-𝒩 | Anticodist, Scripter
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nQqzRYVpIKA5jLP is not online. nQqzRYVpIKA5jLP
Joined: 05 Mar 2015
Total Posts: 4135
27 May 2015 11:18 AM
Do parts not automatically get smaller as you move away from them?
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