![kerbal space program 2 dev diary kerbal space program 2 dev diary](https://i.imgur.com/leyXTWG.png)
I hope it isn’t too hyperbolic of me to say, but KSP is all about orbits. All orbits are to scale and celestial bodies are a constant screen size to make them easy to see.All code, while functional, is simplified for clarity.All visuals were created specifically for this dev diary, and are in no way representative of how anything may look in the final game.We will mainly focus on this test scene of Kerbin orbiting Kerbol: This dev diary will get a bit into the technical side of KSP2’s development, with diagrams to help illustrate some of the core concepts. I’ll briefly cover a standard approach for drawing orbits, touch on some of the issues with that approach, and then look at the solution that KSP2 is using now: screen space orbit tessellation.
![kerbal space program 2 dev diary kerbal space program 2 dev diary](https://66.media.tumblr.com/68a85c00bef3cfddec7e96372750f2eb/tumblr_inline_pikc5gYYQ81rr2wit_1280.jpg)
KERBAL SPACE PROGRAM 2 DEV DIARY HOW TO
Today I want to share a solution I’ve worked on for a problem that is fairly unique to KSP: How to draw accurate orbits that look stellar regardless of where they’re viewed from? As a rocketry simulator on an interplanetary scale, Kerbal Space Program has already tackled a wealth of unique programming challenges. The more specialized your game is, the more specialized your problems are, and the more creative your solutions need to be. The problems we face in game development rarely have a single “correct” answer. You can still find the original post on the KSP forums. It assumes that the reader has basic familiarity with Kerbal Space Program. Note: I originally wrote this article as an official Kerbal Space Program 2 dev diary in April of 2021.