I believe you can do all that in code. I'm not a programmer so I don't know how it works, you make the world in the traditional manner and then code magic makes it curved. I found this guy's tutorial on doing a cylinder world like Deathspank or Animal crossing link
Model the world as cube and use catmull subdivison to create an "sphere" from it. From an coding view, you still have an cube and you can then "unwrap" it to a 2d plane and can move and place objects on this plane with ease.
Hey, I'm making an FPS game with a spherical world in Unity. We don't use any vertex shaders or anything: we just build directly as if it's a spherical world. I wouldn't recommend using vertex shaders because that might actually be harder to build -- it wouldn't necessarily be WYSIWYG anymore. We use a rigidbody FPS…
Why would you have to handle physics manually? All you have to do is apply gravity to objects which is an extremely simple formula. Beyond that you just have to keep a players feet pointed at the ground which is also very simple. In most cases you dont want bent raycasts (which you would be forced to have with vertex…
^ this! Thanks for all the responses guys! Really helped! I forwarded this to the coders and they're tinkering with it right now (atm in a vertex shader form). Happy to have sparked this discussion :) Really interesting solutions you got there!
Also aren't you going to get spatial distortion? also how do you pathfind? Keen: would it be possible to use a sphere as a navmesh? me and a mate of mine want to try this but we're both a bit green when it comes to game programming.
Hey there fellow polycounters, At the company I work on we're making a Unity game where the enemies come from the top to the bottom of the screen linearly and the player can pan the camera from the top to bottom, just like an RTS game. (no sideways movement though) I suggested having a spherical world so the enemies would…
A vertex shader can curve a flat surface, but you can't wrap around a whole sphere (think about a plane wrapping around a sphere, it is really messy). Either take a sphere as base and use a proper coordination system (i.e. polar coords) or an other representation (unit vectors, quaternions). Or take a cube as base (think…
There's more to game physics than 'gravity'. One example is collision detection between two objects and that as an example will rely on traces; and whilst you can get away with standard collision detection between objects that do not move a significant distance between frames as inaccuracy is probably within tolerable…