I have recently started to plan a project in Unity that will be for Android. I have a database that consists of over 150,000 stars (may trim this down if I/O cripples the overhead). The game will hopefully consist of a free-to-explore universe creating the illusion that the user is flying in a realistic representation of the stars.

My biggest concern at the moment is how do I create a realistic environment with these starts, while keeping the resource impact on the phone to a minimum? Some people mentioned using octrees, would this be wise?

This is my first game that I am looking to create so any help would be much appreciated to this novice!

  • \$\begingroup\$ The first advice I can give you is to search for the rules of the game development sites you happen to aim at taking part in. For instance, this site's help center would easily show you that in its current state, your question(s) does not fit this site. You are infringing many rules by asking 1) more than one question at a time; 2) asking "too broad" questions, 3) asking "primarily opinion based" questions and 4) asking "how to get started" questions. All these are out of the scope here. So I advice you reformulate your post after reading the site rules \$\endgroup\$ – MAnd Feb 12 '16 at 15:54
  • \$\begingroup\$ My apologies, where would you recommend posting such a wall of text for discussion? \$\endgroup\$ – MarsYeti Feb 12 '16 at 15:58
  • 2
    \$\begingroup\$ No problem, I realized you were in need of orientation about it. A nice place for you to have more open discussions is at the gamedev.net forums. Then, you can bring your future more specific, limited scope and non-fully subjective questions here. Using both sites properly and in combination can prove to be very helpful, as you shall see. Best of luck! \$\endgroup\$ – MAnd Feb 12 '16 at 16:11

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