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universe-simulator's Introduction

Hello there!

Entry level programmer | Student

My name is Marcel, I'm entry level programmer and game developer. I've done a lot of personal projects, not only in C#, some of them you can find on my profile. Currenlty I'm looking to gain my first experience in IT, I'm open to learn new stuff and to work in some other programming language, so take a look at my profile and feel free to contact me.

Now working on my personal project called Universe Simulator.

Contact: [email protected]

PS. During school year expect less activity from me. (School year lasts from september to middle of june). However I'll do my best to mentain as active as possible during that time.

universe-simulator's People

Contributors

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Stargazers

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Watchers

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universe-simulator's Issues

Resolution scaling bug

Bug when scaling resolution. Bug applies only on font created via script (on GravityObject, when preparing planet's name font).
bugscaling

Fix units

Units doesn't match eachother. They should be in SI format (kg, m, N, m/s), but our values are multiplied diffrently, f.e.:
mass is not multiplied at all, so 5 units = 5 kg;
radius is not multiplied at all, so 2 units = 2 meters;
velocity which is displaying is multiplied by 10 in each axis so 10 units = 100 m/s in one axis but magnitude is 100 times bigger;
force is multiplied by 100 in each axis so 1 unit = 1000 N and 1 magnitude unit = 1 000 000 N;

Values in units are used for calculations, values which they are equal to are used for displaying. Player see only displayed (multiplied) values, so here physics and math wouldn't go on f.e. if player would like to calculate escape speed or orbital speed, calculated results wouldn't work in our simulator.

Saving starting position of the planet

When game is not on start (reseted) and just on pause every planet move, will save current position as starting position and after hitting reset button reset to this (weird) position.

Calculate text follower positions by collider form

That should be more convenient way to just place text where it should be. Systems that is implemented now works good, but it gets worse if text is following sliced planet or a bit bigger planet - then text just seem out of place (too far away of target).

textIssues

Planet line path when planet doesn't move or moves very slowly

Should use size of segment of line to check if we can create another point instead of time. If planet moves so slowly and we're using time to create segments (wait for seconds coroutine) then segments are so small that they almost just create line instead of dashed line.

issuelines

Create own trail renderer component

Built in TrailRenderer component causes some issues with destroying game objects. It's probably connected to autoDestruct property which behave weird.

Actually that problem was also mentioned in one of discussions on Unity Forum (one of firsts result after searching for "what destroys my gameobject unity")

Color of planets

Setting material color which is material assigned to planet (it makes circle from sprite), color changes "globaly", to every planet which has material. Need to find way to change color only on some game objects.

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