Hello, please can you provide some informations about implementation of this game? I would like to know how did you create spherical world. Transformations, rocks, planet holes, sea and other unit obstacles. And something about rendering, LOD, what were needed optimizations etc. How are calculated ground troop movements, collision detection and fog of war. I am working now on some project for bachelor thesis and these informations would really help me a lot. Thanks a lot and sorry for my english.
There are lots of technical posts available on this forum if you care to dig back (the devs talked about a lot of this throughout development all the way back to 2012)... I'd recommend looking through the old 'backers lounge' which was closed but is still available to view. This is where all the early technical stuff went. https://forums.uberent.com/forums/backers-lounge-read-only.64/ I would pay particular attention to posts made by @neutrino as he gave some very detailed technical overviews of the game during development. A couple of posts that might help: https://forums.uberent.com/threads/planetary-annihilation-engine-architecture-update-1-ui.41532/ and https://forums.uberent.com/threads/planetary-annihilation-engine-architecture-update-terrain.43684/
All I know after a long time here on the forums in short: Spherical worlds probably a lot of spherical calculus for the engine instead of the normal xyz vector stuff. Water seems to be a simple spherical layer below or above ground. Rocks are additive CSG and cliffs etc are subtractive CSG all formed along the spherical plane. Movement and units etc is flow field pathfinding by using voxels.
Really? I always thought that by using some noise on the radii of the planets that they created the unspherical forms.