There should be a way to define, for any point on the surface of a celestial object, a 3D layout of objects on that surface. When in horizon mode at that latitude and longitude, the objects in the layout scene would appear on the screen.
Example use case: in one of Earth's cities, define a model of a building that the user can go inside, look out windows, go up on the roof, etc.
Example use case: on the surface of a habitable zone exoplanet there's a forest of towering sedentary lifeforms similar to our trees. The user can wander through the forest and explore all the bizarre lifeforms there.
Example use case: on the surface of a fictitious habitable moon orbiting an exoplanet, a model of a city built by extraterrestrials, that the user can ride around in and explore.
There are multiple formats used for 3D structure definitions. STL is popular but gives only shape information, not color, specular, or luminosity.
This task might depend on implementing #52 first.
There should be a way to define, for any point on the surface of a celestial object, a 3D layout of objects on that surface. When in horizon mode at that latitude and longitude, the objects in the layout scene would appear on the screen.
Example use case: in one of Earth's cities, define a model of a building that the user can go inside, look out windows, go up on the roof, etc.
Example use case: on the surface of a habitable zone exoplanet there's a forest of towering sedentary lifeforms similar to our trees. The user can wander through the forest and explore all the bizarre lifeforms there.
Example use case: on the surface of a fictitious habitable moon orbiting an exoplanet, a model of a city built by extraterrestrials, that the user can ride around in and explore.
There are multiple formats used for 3D structure definitions. STL is popular but gives only shape information, not color, specular, or luminosity.
This task might depend on implementing #52 first.