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What is a simple way of representing celestial bodies in outer space using a coordinate system? There are actual scientific coordinate systems (see https://en.wikipedia.org/wiki/Celestial_coordinate_system) but they may be too complicated to really understand and bring up the barrier of entry to my game.

I could just end up using a two-dimensional system to make things simple, but I'd like to inject some realism into the game and make it 3D. Any thoughts?

Edit: This is for a completely text-based game. The coordinates are for the user to situate themselves in 3D space and for me to be able to calculate distances between celestial objects.

What is a simple way of representing celestial bodies in outer space using a coordinate system? There are actual scientific coordinate systems (see https://en.wikipedia.org/wiki/Celestial_coordinate_system) but they may be too complicated to really understand and bring up the barrier of entry to my game.

I could just end up using a two-dimensional system to make things simple, but I'd like to inject some realism into the game and make it 3D. Any thoughts?

What is a simple way of representing celestial bodies in outer space using a coordinate system? There are actual scientific coordinate systems (see https://en.wikipedia.org/wiki/Celestial_coordinate_system) but they may be too complicated to really understand and bring up the barrier of entry to my game.

I could just end up using a two-dimensional system to make things simple, but I'd like to inject some realism into the game and make it 3D. Any thoughts?

Edit: This is for a completely text-based game. The coordinates are for the user to situate themselves in 3D space and for me to be able to calculate distances between celestial objects.

Source Link
nopcorn
  • 111
  • 5

How define coordinates for bodies in outer space

What is a simple way of representing celestial bodies in outer space using a coordinate system? There are actual scientific coordinate systems (see https://en.wikipedia.org/wiki/Celestial_coordinate_system) but they may be too complicated to really understand and bring up the barrier of entry to my game.

I could just end up using a two-dimensional system to make things simple, but I'd like to inject some realism into the game and make it 3D. Any thoughts?