Building a Believable Universe: Physics, Scale, and Performance in Essence – Cosmic Engine

Essence - Comic Engine

A journey into the creation of a corner of the universe

🌌 Building a Believable Universe

Physics, scale, and perception in Essence – Cosmic Engine

When developing a space engine, you quickly run into an uncomfortable truth:
the real universe was never meant to be viewed through a game camera.

Distances are immense, differences in scale are extreme, and physics—while fascinating—doesn’t always translate into something visually readable or engaging.
With Essence – Cosmic Engine, our goal has always been clear: to build a universe that behaves in a believable way, while still being exciting and enjoyable to explore.

In this devlog entry, we’ll talk about how we approach body simulation, performance, scale management, and the delicate balance between realism and perception.

🪐 Simulating space is harder than it looks

At a conceptual level, gravitational simulation is simple:
each body attracts the others based on mass and distance.

The real challenge appears when:

  • the number of bodies grows into the hundreds or thousands

  • masses differ by orders of magnitude

  • distances become so large they’re hard to even comprehend

 

In Essence, we’re not simulating generic objects, but stars, planets, moons, and asteroids, all evolving together in a dynamic system that must remain stable over time.

stable orbit simulation

⚙️ Physics designed to last

To avoid instability and unpredictable behavior, the simulation was built around a few core principles:

  • numerical stability

  • temporal coherence

  • long-term reproducibility

The physics system uses high-precision calculations and an integration method well suited for orbital mechanics, ensuring that bodies behave consistently even over long simulation times.
The result is a universe that doesn’t “blow up,” drift uncontrollably, or fall apart as time passes.

🌳 Making the problem manageable

One of the biggest challenges in N-body simulations is computational cost.
Evaluating every interaction between every body quickly becomes impractical.

Essence addresses this by using an intelligent spatial subdivision system that allows the engine to:

  • group distant bodies together

  • drastically reduce the number of interactions that need to be evaluated

  • focus computational detail only where it actually matters

 

In practice, the universe is evaluated adaptively: the closer you are, the more detail you get.

space partitioning for physics optimizations

🧠 Performance through parallelism

Smooth performance is a top priority.
That’s why the simulation was designed from the ground up to take advantage of multithreading.

The most expensive operations—such as motion integration and interaction calculations—are distributed across multiple CPU cores, allowing the engine to:

  • maintain stable frame times

  • scale gracefully as more bodies are added

  • avoid sudden stalls or spikes during gameplay

 

Multithreading isn’t an afterthought—it’s a structural choice.

simulation of thousands of objects with physics

📏 The real elephant in the room: cosmic scale

Now we come to one of the most fascinating—and problematic—aspects of space simulation: scale.

In the real universe, we have:

  • enormous objects like stars

  • tiny ones like rocky planets and asteroids

Using true physical scales is absolutely possible—and we did exactly that at first.
The result was physically accurate… and visually underwhelming.


When realism becomes invisible

Take a single example:
the average distance between Earth and the Sun is about 150 million kilometers.

That distance is more than 100 times the diameter of the Sun, which itself is over 100 times larger than Earth’s diameter.

At true scale, you’d see a massive star, a barely visible dot, and an enormous stretch of empty space in between.
Accurate? Yes.
Engaging? Not really.

🎨 Interpreting reality, not copying it

The solution wasn’t to abandon physics, but to separate simulation from presentation.

In Essence:

  • the physics engine continues to operate using real-world distances and sizes

  • the rendering engine applies a dedicated visual scale, designed to keep the universe readable and visually satisfying

This approach preserves physical relationships and consistency, while ensuring that what the player sees remains comprehensible and exciting.

 

Reaching this balance required extensive fine-tuning and experimentation, but the end result is something we’re truly happy with.

🎯 Visual precision and the floating origin

When dealing with cosmic distances, there’s another invisible challenge: rendering precision.

To avoid visual jitter and floating-point artifacts, Essence also employs a floating origin system.
While the simulation continues to run in a coherent global space, the rendering system dynamically shifts the world’s origin to keep the area of interest close to zero.

This allows the engine to:

  • preserve visual precision

  • support enormous travel distances

  • maintain a smooth and stable visual experience

 

Once again, the philosophy is the same:
rigor under the hood, clarity on screen.

real sizes up, scaled size down

🚀 A universe meant to be explored

By combining:

  • stable physical simulation

  • efficient interaction management

  • multithreading

  • intelligent handling of scale and precision

Essence delivers a universe that feels alive, coherent, and responsive.

 

We’re not trying to recreate the universe down to the last meter—we’re trying to capture its complexity, vastness, and internal logic, in a way that invites exploration.

🔭 Looking ahead

This is just one piece of Essence – Cosmic Engine.
In upcoming devlogs, we’ll dive into:

  • procedural generation

  • atmospheres and climate systems

  • and how simulation directly shapes gameplay

 

The universe of Essence isn’t a static backdrop.
It’s a living system.

 


And the journey has only just begun 🌌