> [!INFO] Parameter Design Analysis > **Student**: Nikita Stulikov > **Teacher**: Eric McQuiggan > **Game**: [Universe Sandbox](https://store.steampowered.com/app/230290/Universe_Sandbox/) > *September 2025* ## Rationale Recently, I’ve been exploring the possibility of a “metaphysical engine” in games. The metaphysical aspect of character creation has already been explored in game design. Beyond appearance, players are sometimes able to customize their character’s mind (personality traits or preferences). While the metaphysical side of cosmological engines (the subject of my analysis piece) remains unexplored. E.g., the inclusion or exclusion of freedom, justice, and evil to this or that world could constitute a metaphysical simulation. I suppose that analyzing a cosmological engine can offer new insights into my research. ## Analysis 1) The player must first choose which **celestial body type** they want to add to the scene (e.g. a planet, a star, or a human-scale object). This *distribution*-based choice *affects* which *parameters* will be available for customization. 2) Then the player chooses an instance of a celestial type from a library of real astronomical objects. E.g., an alf Tau, or Proxima Centauri for stars (see fig. 1, 2, 3). The game contains 45,000+ *standatized* objects. Alternatively, the player can generate the random of object of a chosen type. 3) Then the player can customize a celestial body of their choice at the *Object's Properties Panel*. Some parameters are shared by all bodies (e.g., mass and radius). Others are exclusive to a body type (e.g., luminosity for stars). 4) The *Property Panel* has 5 main groups of parameters. Each has up to 10 primary ones. The additional *Overview* tab aggregates the most essential parameters for this object type from the other tabs. Galaxies, nebulas and novas object types have only one dedicated tab (Galaxy for galaxies, Nebula for nebulas, Nova for novas) that aggregates properties from 5 main general groups. - There is no unlock system. All libraries are available from the start of the game. *Fig. 1* - Stars library ![[ATTACHMENTS/REFS/UniverseSandbox/UniverseSandbox_stars.png]] *Fig. 2* - Planets library ![[ATTACHMENTS/REFS/UniverseSandbox/UniverseSandbox_planets.png]] *Fig. 3* - Human-scale objects library ![[ATTACHMENTS/REFS/UniverseSandbox/UniverseSandbox_kettles.png]] ### Types | Type | Available groups | | ------------------- | ----------------------------------------- | | Sun | Motion, Temperature, Composition, Visuals | | Planet | Motion, Surface, Composition, Visuals | | Moon | Motion, Surface, Composition, Visuals | | Solar system object | Motion, Surface, Composition, Visuals | | Human-scale object | Motion, Temperature, Composition, Visuals | | Galaxy | Galaxy, Nebula, or Nova | | Black hole | Motion, Temperature, Composition, Visuals | ### Groups & Elements | Group (Tab) | The element | Base | Granularity | Connections | | --------------- | ---------------------------------------------------- | --------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Composition** | | | | *Fig. 4* - Composition tab<br>![[ATTACHMENTS/REFS/UniverseSandbox/CompositionTab.png]] | | | Mass | Parameter | Any value in kg/m3 or Hydrogen/cm3 | A mass change affects *density* and *radius* | | | Radius | Parameter | Any value from mm to light years | Correlates with *mass* and *density* | | | Density | Parameter | Any value in kg/m3 or Hydrogen/cm3 | Correlates with *radius* and *density* | | | Material composition | Distribution & Parameter | A choice is available between iron, silicate, water, hydrogen & iron (each in %). The percentage of all the materials in an object will always add to 100% | Affects *temperature*, and *appearance* | | | Mass loss & loss rate | Read-only | In kg/s & kg. Can be reset | Affected by time passed since last reset, *composition*, *temperature* and *surface* properties | | | Age | Distribution / Read-only | From seconds to years (read-only) | Distributed if the object was picked from the library. Custom objects start with age 0<br><br>Affected by time passed<br><br>Affect temperature > luminosity | | **Motion** | | | | | | | Speed (relative to a reference point) | Parameter | Any value in m/s | Affected by *relative to...* > *orbital elements* | | | Relative to... | Distribution | Either Simulation origin or Orbital parent | Determines *speed* and *position vector* | | | Orbital elements | Read-only | N/A | Determined by *relative to...* property | | | Rotation relative to... | Distribution | Either Simulation grid or the object's Orbital plane | Determines *obliquity*<br><br>Affecter by *relative to...* if set *orbital plane* | | | Rotational period (on axis) | Parameter | Any value from seconds to years<br><br>*Tidally lock* will set *rotational period* equal to *orbital period* | Affects *angular speed* (read only)<br><br>Determines *yaw*<br><br>If *tidally locked*, the planet will always face towards the *orbital parent* | | | Orbital period | Distribution / Read-only | From seconds to years (read-only) | Depends on *orbital parent* | | | Obliquity | Read-only | Degrees (read-obly) | Determined by *rotation relative to...* | | | Yaw | Read-only | Degrees (read-obly) | Determined by *rotational period* | | | Tidal force | Read-only | Unitless vector | Determined by this object's mass and radius, and the related object's mass and radius | | **Surface** | | | | | | | Stabilize temperature | Distribution | Instantly sets the surface's temperature to the *equilibrium* (Temperature tab) | Determined by *energy absorption & radiation rates* | | | Elevation | Distribution \|\| Parameter (Planetscaping, see *fig. 5*) | Allows to choose an elevation map from a library (e.g., Earth, Mars or Venus)<br><br>In planetscaping, allows to manually change the height of each selected *cell* | N/A<br><br>*Fig. 5* - Planetscaping<br>![[ATTACHMENTS/REFS/UniverseSandbox/planetScaping.png]] | | | Water | Switches | Vaporise all / Melt all / Freeze all | Affects other *surface* properties related to water | | | Sea level | Parameter | Any value from mm to light ears | Measured from the lowest point of the *elevation* map | | | Boiling and freezing points | Read-only | In Kelvin | Determined by *surface pressure* parameter | | | Go Atmosphere mass | Parameter | Any value in kg | Affected by *surface pressure*, <br><br>Affects *atmosphere's opacity & color* | | | Greenhouse effect | Read-only | In Kelvin | Determined by the difference between *equilibrium temp & effective temp* > by *surface temp & atmosphere (surface tab)* | | | Speed of sound | Read-only | m/s | Affected by the celestial *object's mass* and its *atmosphere's mass* | | | Surface pressure | Parameter | Pascal | Depends on object's *radius & its surface's gravity*<br><br>Correlates with the *atmosphere's mass*<br><br>Affects *boiling & freezing points* | | | Surface Gravity | Read-only / Indirectly defined | m/s2 (read-only) | Determined by *mass* and *radius* | | | Luminosity | Parameter | Any value in Watts | Applies only to *stars* type | | **Temperature** | | | | *Fig 6.* - Surface temperatur map<br>![[ATTACHMENTS/REFS/UniverseSandbox/SurfaceTempMap.png]] | | | Average Temperature | Parameter | Any value in Kelvin | Applies only to *planets* type<br><br>Affected by time passed<br><br>Affects *luminosity* (glows at high temperature) | | | Surface temperature<br><br>(& Sea level temperature) | Parameter | Any value in Kelvin | Applies to all objects-types excluding *planets* | | | Energy absorption rate | Read-only | In Watts | Determined by the environment | | | Energy radiation rate | Read-only | In Watts | Determined by *surface temp* or *average temp* | | | Equilibrium temperature | Read-only | Static value in Kelvin, given static energy absorption and radiation | Determined by *energy absorption & radiation rates* | | | Effective temperature | Read-only | In Kelvin | Affected by the *environment* and *age*<br><br>At high temperatures, the body can *evaporate* | | | Surface heat capacity | Read-only | Joules / Kelvin / Meter2 | Determined by the *material composition* | | | Average Albedo | Read-only | A value between 0 & 1 | Affected by the *environment* and the *photospheres* of nearby stars<br><br>Correlates with *average or surface temperature* | | **Visuals** | | | | | | | Atmosphere's opacity | Parameter | Atmosphere's opacity can be gradually regulated in % | Affected by the *environment* and *atmospheric properties (Surface)* | | | Atmosphere's colour | Distribution \|\| Parameter | Atmosphere's colour can be set from a library (swatch); or a custom colour can be set with a slider | Affected by *clouds*, *opacity* and *atmosphere mass*<br><br>Affects *clouds* and *opacity* | | | Clouds by | Distribution & Parameter | Checkbox: on/off<br><br>Parameter: allows to regulate speed (m/s), coverage (%) and opacity (%) | Correlates with *atmosphere* parameters | | | Snow, Ice & Water | Distribution & Parameter | Checkbox: on/off<br><br>Parameter: colour | Affected by *temperature*, *freezing point* and *visual* parameters<br><br>Water is additionally affected by *elevation* parameters | | | City lights | Distribution & Parameter | Checkbox: on/off<br><br>Parameter: colour | Appear on the night side is the planet is *habitable*, i.e. *water* is present on its surface | | | Vegetation | Distribution & Parameter | Checkbox: on/off<br><br>Parameter: colour | N/A | | | Base color | Distribution | Either a map from the library, or automatic colouring dependant on *elevation* | Only for *planet*-type objects<br><br>Affected by *elevation & material composition* | | | Photosphere | Distribution \|\| Parameter | Either default or customizable colour | Only for *star*-type objects<br><br>Affects the star's *glow & starlight* reflected off other solid objects in the environment | | | Tint | Distribution \|\| Parameter | Either default or customizable colour | Only for *human-scale*-type objects | | | Trail | Distribution | On/Off | N/A | ### Limitations & Design Suggestions Universe Sandbox offers a large possibility space for creating realistic cosmic systems and world-building, supported by an grandiose library of standardized objects. The engine enables highly detailed physical simulation, based on parameters that depend on each other only as physically necessary. Combined with planetscaping and tools for cosmic mayhem (e.g., colliding planets), the sandbox avoids the 10k of oatmeal problem, and keeps the explorer-type of players deeply engaged. However, player types who prefer goal-oriented games can be frustrated by the open-ended freedom that Universe Sandbox provides. The toolset’s complexity may feel intimidating, and some players may not master the functionality well enough to find it fun. Conversely, another group of players wants the engine to be even more detailed. Some request procedurally generated universes; others ask for more granular surface editing, weather controls, geodynamic systems, or alien-life simulation. While these additions might be appealing, I would argue they would shift the player's focus from the *universe* simulation to the planets' simulation. And since the universe simulation is already intimidatingly complex, I would focus on making it more intuitive, performant and bug-free. ## Physical & Metaphysical Engines Analyzing a cosmological engine provided reference points for the structural relationships among parameters in a possible metaphysical engine. For example, the relation between energy absorption, radiation, and temperature equilibrium can be adopted to represent an equilibrium between good and evil in a simulated world. Likewise, a relation between effective temperature and temperature equilibrium (resulting in evaporation or greenhouse effect) can be a reference point for metaphysical parameters that result in an ontological disarrangement of the world. Or, the albedo property can serve as an analogue for the knowability-parameter of the simulated world. ### Resource - [Universe Sandbox](https://store.steampowered.com/app/230290/Universe_Sandbox/) - [Universe Sandbox Wiki](https://universesandbox.fandom.com/wiki/Universe_Sandbox_Wiki) - Chalmers D. (2012) *Constructing the World*. -- Proposes a modern theory of constructing worlds from a set of basic truths. A key reference to the concept of metaphysical engine.