No. Each vehicle has it's own 'map' with specific gravity, atmosphere, temperature, snaping section for cargo, etc and can contain thousand of objects. When you walk in a tonk : first grid."Physics grids" are one of many meme techs of Star Citizen where they try to make 10 lines of code sound like some sort of gaming revolution. It's obvious from how you can fall through a moving ship that it's no fancier than the moving platform method that everyone else uses where you're copying a parent's translation/rotation and adding a force for gravity relative to the parent.
Ah ok, your issue is with "required". Fair enough. Not sure if those grids are strictly required but they do seem to exist in Elite. You still need coordinates to track stuff across the whole system. Fidelity or not.
So if you don’t think nested grids are necessary, strictly speaking I suppose one could conceive instead a model where absolutely all object coordinates in a star system in Elite were all directly based on a unique point as origin of coordinates for absolutely everything... Including, say, the coordinates of a player that moves in the interior of a fleet carrier that orbits a planet that is the satellite of a planet that is satellite of a gas giant that orbits around a secondary star that orbits around the focal point of the orbit with its primary star. I would not want to be the dev who has to make the code to calculate all those absolute coordinates plus specific and distinct physics for discrete and arbitrary regions of all that space, all managed from the same single origin of coordinates... I much rather like the idea of managing coordinates and physics on local more manageable grids that are nested to each other like they are in Elite, but hey, I am not a dev![]()
Has FDev ever done a presentation on how it actually works?
Here's an interesting idea though. We know planets orbit in real time (with their own plane of gravity) in ED. We know there are some ridiculously close orbits in the game. Can we get a player on one body waving to another on a close body (with their own plane of gravity) that is close enough for you to see them (maybe via an executioner scope)? Would that satisfy you?![]()
you nerds are as persistent with this nonsense as star citizen 3.18. like an entity stream of some sort.
No disappointment. More irritation at the chatter when y'all dont really know what is going on.
If FDev had done a post like this talking about their physics grids, sure
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if they havent and you have no insider knowledge of some sort you are juston this thread with page after page of nonsense.
Might as well post about astrology.
And I have plenty of idris's. I dont need any more.
the racing is interesting. and pretty funny it is all thanks to ed odyssey being terrible.
Can anyone tell me what exactly happens in this clip?
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Ok, you lost me with that one.
Racing in SC is interesting because Odyssey is terrible?
Not surprised by that.
All of the revived interest in SC for racing is due, really, to one player: BlackMaze
His enthusiasm for racing has been fully supported by CIG. They are making race tracks in game based off of what BlackMaze and his group have done.
All of this is due to him.
Before SC, he was a racer/canyon runner in Elite.
Odyssey wrecked that for him.
Source: https://www.youtube.com/watch?v=E7xPySeD8B0
you might know him better by this series of videos
Source: https://www.youtube.com/watch?v=HlZ8HdoW0hk
regardless, any of the new racing stuff is directly correlated to odysseythe bed.
No no, that's not what i'm saying at all. There is no single origin for any character/ship, only within the local coordinate space (map), whether this be flying through SC, regular flight, in a SRV on a planet, etc.
The planets also have their own coordinate systems that mean they move/orbit/rotate/etc. But nothing is physical until its close enough to be interacted with.
Lol, Sovapid is right we are way offtopic here. Will try to be brief.
I think you are still confusing a bit instances with grids. If you think that only local coordinates are required then how would you propose that the game recognizes where your “local coordinate space (map)” is with regards to everything else in the system? How could it tell you how far away you are, and at which attitude, from a far away in system star, or a wing mate beacon or a settlement etc?
The game needs a way to place everything interactable or viewable, close or far, in the system with respect to you. Everything needs coordinates whenever something needs to be shown to you (be it rendered in front of you or in a map or menu), whether those coordinates are based on an absolute and unique origin of coordinates or nested grids.
I think we are much closer than you think. I actually have been saying something very similar. A player does not need to be subject to another grid physics, collision, gravity etc until you transition to it, but players often need to exchange information with other grids especially regarding coordinates. It happens all the time in Elite.
I don’t think I am. Hence why I think we are very close. I have been saying precisely that a player does indeed not need to be subject to another grid physics, collision, gravity etc until you transition to it. The game does not calculate any of those until you transition from a grid to another.Right, so i think you are confusing coordinate systems with physics grids. I am not confusing instances with grids, but grids only exist within instances
Present where? The game still needs to be able to know where it is to tell you it is at that distance. The game still needs coordinates for that, wether that coordinate system is nested or absolute.So, that planet 0.5 AU away, does not have a grid present.
Nested grids are only useful if grids can interact directly with each other. When you have loading screens between grids (teleport, glide, space jump, etc) there is need to nest them, only calculation (which are way simplier to manage) is mandatory.Wether those coordinates are based on an absolute and unique origin of coordinates or nested grids can be debated but given often times each grid moves and rotates separately to the others and has its own sets of physics, nested coordinate grids would seem a very efficient way to manage those.
Lord have mercy. You'd think after 890 sawbucks they'd throw in the game pack for free!Oh, i see.
Hmm.. seems a bit of a stretch, but ok.
In other news...
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CIG have run out of JPGs!
That is the thing precisely, there are no loading screens in Elite Star system maps. And different grids in Elite interact all the time exchanging information, just not bullets.Nested grids are only useful if grids can interact directly with each other. When you have loading screens between grids (teleport, glide, space jump, etc) there is need to nest them, only calculation (which are way simplier to manage) is mandatory.
Never said nested grids exchange physics information, that is precisely the point of grids: Isolate physics or their laws of motion. But the same occurs in Star Citizen, grids exchange other types of information though, primarily visual, rendering and related coordinate and positioning.You absolutely not need physic grids just to get coordinates. If an object is out of your reach (another planet) you just need its vector, coordinates, assets, etc to display it but not its physics grid.
Indeed. It is exactly the same in Elite.You need its physic grid only when you interact physically with it = when you glide to it.