Hand Crafted Planets post Odyssey?

IMO, it's a pipedream trying to attach a tech demo to an already existing game.

I think we should count ourselves lucky if we someday get uninhabited earthlike planets with flora and fauna, and possibly some enclaves that they let a commander access on inhabited earthlike planets. Forget about entire procedurally generated cities for this game..
This is something quite a few don't understand. Even flight simulator 2020's excellent mapping technology isn't suitable for elite, on account of it requiring a huge database storing all of the world in it (which will need to be hand edited to reflect future Earth - doubt we're going to see that happen any time soon considering rights issues). And let's not forget that falls flat at scarab/on foot scale anyway. And still doesn't actually have any link to game play.

Then we have some tech demo of a city builder in an entirely different engine, which hasn't even been used to actually build said cities for actual games at the scale Elite would require. It's irrelevant how cool the tech is for hand crafting entire cities, Elite would need entire planets being built by proc gen, not hand crafted, due to the latter method demanding disk space to store.

I'd love Elite to jump to Earth like scope in a future expansion but I just can't see it happening to any level of detail required to replicate Earth, the Moon, Mars and so on, and it's certainly not possible with the current engine, no matter what anyone here claims to cite as evidence to the contrary.

Maybe low/zero population earth like worlds could be done, giving us at least the opportunity to land on these planets where there's a low enough population that the infrastructures can be similarly crafted like we're seeing in EDO (with maybe one greater level of scale achieved, like roads/transport between settlements and more settlements per planet, representing a denser population).

That would be a huge scale expansion though and likely even more ambitious than EDO.
 
I'll see if I can track down the video where Dav spoke about all this.
Thanks. I guess it would have been somewhere around the time Odyssey launched...

It is always the same hill that the security building overlooks the settlement from, for one given layout, mind, and the same sunken stretch containing the mining towers and bifurcating the settlement between HabAnch and ExtMorpork, in another, so it can't only be flattening. The elevations can of course be an entirely separate object to the surrounding terrain at large, rather than modifying it, but however it is done, it inherits the ground materials of the area, and blends with it pretty seamlessly. :7

(Those settlement layouts, including elevations, are no doubt carefully balanced for pew-pew tactical concerns and stealth gameplay, at least as much as for verisimulitude and variety.)
 
170,000 populated planets? Oh well...
Guess it goes well with the advertised number of NEW planetary settlements and starports added with Odyssey (400,000+)
 
Anything like that will be part of an expansion that contains full atmospheric worlds with earthlike features.
LOL, sorry but I've been in this rodeo long enough to stop speculating anything related to ED, atmoplanets are waaaay off, they had 10 years to get this stuff done, including ship interior and blah blah they hardly could make space legs, and when it came out it was alpha and now it's alpha +

Nope not going to happen, what ED got is great space flight mechanics, 1:1 milky way simulation and that's it, of course the magical patch 15 will save the day, but I'm not holding my breath anymore, Starfield will hopefully be what saves my dream of living in space.
 
Hello everyone,

I've been reading your discussion about procedural generation and hand-crafted planets in Elite Dangerous with great interest. I'd like to share a few ideas that I believe could contribute to the further development of the game.

1. Procedural Generation and Hand-Crafted Planets: I agree with many of you that procedural generation has immense potential for creating diverse and detailed planets. However, as Fizzatron pointed out, procedural generation doesn't have to occur in real-time as a planet is visited. The data could be pre-calculated and delivered to the player by the server, similar to how it's done with large space ports.

2. Player-Built Structures: I believe that adding the ability for players to build their own structures on planets could add additional depth and interactivity to the game. Players could utilize existing prefab building models, and the game server could store information about the location and configuration of these structures.

3.Procedural Generation of Planetary Biospheres: An ambitious, but feasible idea, is the procedural generation of planetary biospheres. Introducing such a feature could add a new dimension to exploration and the discovery of new worlds.

I would also like to emphasize that these suggestions are not exclusively mine but i believe these ideas can contribute to the further development of Elite Dangerous and attract more players to our community. There are still many things that can be done in the game, such as expanding the mining possibilities (maybe some planetary mines or on large asteroids), increasing flexibility in the configuration of spaceships and many others.
 
LOL, sorry but I've been in this rodeo long enough to stop speculating anything related to ED, atmoplanets are waaaay off, they had 10 years to get this stuff done, including ship interior and blah blah they hardly could make space legs, and when it came out it was alpha and now it's alpha +
You are entitled to see things from your own perspective. I do not share it of course, but that's not to say I'm not aware of the potential for something to or not happen, it's not a binary equation to me.

It's interesting that you mention the space-legs as that was another feature that was in the "nope, not gonna happen" dismissive response. I see that now Frontier actually have done it the general tack has shifted to playing it down because it's not as good as COD, or some other specialized FPS yada yada, whilst ignoring the fact that it's the first iteration of space-legs and that it genuinely shifts the galactic perspective of the player from a ship cockpit to an actual person/avatar.

Starfield will hopefully be what saves my dream of living in space.
I see you're already checked out, good luck with Starfield. o7
 
I see you're already checked out, good luck with Starfield. o7
More like set on pause until they make it worth playing again, spacelegs was, and you can clearly see that when you look at the bases etc. a unfinished job, also where is EVA and all that/ oh it got axed with all the other stuff they told us would be here within the "10 year" plan, sorry if I sound a bit bitter but as someone who joined very early on, and was a part of the kickstarter and defended FDEV for years I just want to see it before I praise it. Regarding the FPS no one wanted CoD, however we didn't expect to get phone game mechanics either. (looking at you combat zones) Take the "sniper rifle" LOL that ball of light is travelling so slow it's ridiculous.
 
1. Procedural Generation and Hand-Crafted Planets: I agree with many of you that procedural generation has immense potential for creating diverse and detailed planets. However, as Fizzatron pointed out, procedural generation doesn't have to occur in real-time as a planet is visited. The data could be pre-calculated and delivered to the player by the server, similar to how it's done with large space ports.
Space ports aren't pre-calculated and delivered to the player. There's a limited set of spaceports that are part of the client install. Their locations might be delivered to the player, although they don't have to be, they could be part of the client-side generation process too (with a few hand-located ones either delivered or part of the install), but it's client side that handles the rest (including blending surface ones in to the surrounding terrain, which is also calculated client-side).
 
1. Procedural Generation and Hand-Crafted Planets: I agree with many of you that procedural generation has immense potential for creating diverse and detailed planets. However, as Fizzatron pointed out, procedural generation doesn't have to occur in real-time as a planet is visited. The data could be pre-calculated and delivered to the player by the server, similar to how it's done with large space ports.

Space ports aren't pre-calculated and delivered to the player. There's a limited set of spaceports that are part of the client install. Their locations might be delivered to the player, although they don't have to be, they could be part of the client-side generation process too (with a few hand-located ones either delivered or part of the install), but it's client side that handles the rest (including blending surface ones in to the surrounding terrain, which is also calculated client-side).

I think everything is done in the Client, the server side deals with bgs / powerplay, missions (which are actually included in the bgs side), discoveries, codex, multiplayer
But everything related with system generation happens client side - Stars, planets, stations and ports, etc (but stations and port states depend on bgs and are retrieved from server)
 
I think everything is done in the Client, the server side deals with bgs / powerplay, missions (which are actually included in the bgs side), discoveries, codex, multiplayer
But everything related with system generation happens client side - Stars, planets, stations and ports, etc (but stations and port states depend on bgs and are retrieved from server)
I would suggest that the starport assets are stored as part of the installation, but they are asset pieces that are assembled according to the precalculated procgen algorithm that is fetched from the server and constructed when necessary. The planetary starports, space outposts, and other manmade structures that reside in space are too varied to be just a set amount of layouts. If this is the case, then I believe that would be the same method as the Matrix city, but just on steroids with Nanite preventing the machine from grinding to a halt.
 
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