I’m building a Starflight-inspired 2D space exploration game with a procedural world. The gameplay is divided into different « scenes » (to use Godot terminology) to manage the different « depths » of the game. For example, interstellar flight is a scene where the star systems are simply represented by star sprites. When the player gets in range, the view is moved to the solar system scene, where the player moves his ship inside the actual solar system.
So far so good, I generate the universe (the solar systems) from a hard coded array of coordinates and seeds. Now I also want to make the universe generation procedural, but I’m guessing that loading a whole universe (there is no real limit to the number of solar systems once it becomes procedural) in memory won’t be efficient.
I’m thinking of generating the universe on the first run and saving the data to a file, but I’m wondering how to load the relevant data in an efficient way that would let me load only a certain « radius » of data around the player’s ship. I feel like it would be the way to go if I use my generation algorithms that generate « realistic » galaxy shapes, since it implies many steps of data processing (different cluster shapes are generated, arms, blobs, etc. and then stars are spinned around the center to simulate the galaxy rotation, etc.) that would be probably too long to calculate in realtime.
I’m wondering which approach I should take on this problem. It’s not really language or engine dependant, so references to generic articles and algorithms on the subject would suffice.
I also read a bit about QuadTrees and I think I’m getting to something there, but I’m not exactly sure how to use that with a file on disk.
Thanks in advance for your help!