Far away objects

Blitz3D Forums/Blitz3D Programming/Far away objects

I thought about moving the sector instead of moving the player.

Then the player-ship would stay at position 0,0,0.
But if there are many objects to move, would this be a big slowdown?

I can imagine Blitz would reposition all vertexes of these objects, which can be a lot more CPU-intensive then just moving the player-ship.

If I should take this approach, should I rotate the sector too (or just rotate the player-ship)?

And of course the scale could be 1 unit = 1000 meters (don't have any idea yet).
The player would not be allowed to fly his ship through the atmosphere anyways (like Elite).
I don't even think that players can land on planets (but that could change of course).

And I'm not going to try to recreate our entire solar system (or something that big).

It should be something like Freelancer / X-2 (not Elite).

In X-2, the sector-size is only 100km (from eastside to westside, also northside to southside).

If I would do something similar (and take 1 unit = 1 meter), then the maximum offset from the center would be 50.000 units (as the size goes from -50km to +50km).

Better would be: 1 unit = 100 meters (then the entire sector is only 1000 units big and reach from -500 to +500 units).

Then it would be good, I think.
Then I could move and rotate the player-ship (and leave the sector alone).

If I used a far-camera-range of 50, I suppose that's ok.
Then I could create battleships which are 2000 meters long (= 20 units) easily.