OMG Nebula with Ice Asteroids?! Yes Please!!! [VIDEO]

Matt Dickinson

Head of Technical Art- Elite: Dangerous
Frontier
I noticed the Californian Nebula last night in the distance...this one and the Running Man Nebula are new for Gamma 2.0 right? Very impressive work on all the nebulas I must say! Will keep me occupied out here for days... :)

Yup we added some new ones (15) in 2.0, I believe all the 2.0 ones are used in multiple places for variety will the 1.0 ones are one hitters to represent everyone's favourite visible or well known nebulas :) No doubt we'll update them as time goes by.
 
Yup we added some new ones (15) in 2.0, I believe all the 2.0 ones are used in multiple places for variety will the 1.0 ones are one hitters to represent everyone's favourite visible or well known nebulas :) No doubt we'll update them as time goes by.

Great news! I really love what you guys have done with Bernard's Loop and the surrounding nebula - it's a wonderful combination, and along with the galactic dust layers, it makes for wonderful visuals that change dramatically from system to system. Each system really does feel unique out this way. Looking forward to getting out to those other nebula. :)
 

Matt Dickinson

Head of Technical Art- Elite: Dangerous
Frontier
Great news! I really love what you guys have done with Bernard's Loop and the surrounding nebula - it's a wonderful combination, and along with the galactic dust layers, it makes for wonderful visuals that change dramatically from system to system. Each system really does feel unique out this way. Looking forward to getting out to those other nebula. :)

Thanks :) the guys that did the work are really happy with the current version, it's taken a long time to do but given whenever it was we started if someone had said we'd be at this point now I'd not have believed them! It's especially hard to do something that hasn't really been done before both in terms of the galaxy and the nebula's, by and large we haven't made too many wrong steps and progress has been pretty steady.

Still amazes me that we basically use the map as the background (with extra special sauce) and the map itself is so huge and works so well. Very cool stuff, not many people can genuinely say they've made the galaxy! I know David was especially keen on keeping as much realism as we could but as you said making each location unique and the nebulas/dust really add to the geography of the Galaxy :)
 
That might be one of the most beautiful sights I've seen in the game yet, great video. I'll need to head over there for some screenshots immediately.
 
Matt inson - does game now include procedurally generated nebulas (forgot to check yesterday)? I noticed that in Gamma 1 all were only in our Sol area of Galaxy map. Please add them to the whole galaxy (to the parts where it too far away for us to catalogue them in real life). :)

Thanks for great work. They were already great in Gamma 1.
 
I just wondered if the nebula would be made PG as I see 40 odd all around our own little area but very little anywhere else in the galaxy?
 

Matt Dickinson

Head of Technical Art- Elite: Dangerous
Frontier
I just wondered if the nebula would be made PG as I see 40 odd all around our own little area but very little anywhere else in the galaxy?

Placement is procedural based on all the lovely maths the galaxy guys use however the assets are hand authored. We did look into procedurally generating them but we considered it a time sink for that point in the project. We also had to guarantee the local ones looked as close as possible to the real things so we went down this route. Certainly haven't ruled out changing things in future releases though! Think of it a bit like the planets, Earth etc we override to use very specific data, everything else uses procedural data.

I believe distance to the core is a good factor for how numerous they are. Too close and the dust is absorbed into stars and too far away there's not enough matter. They seem more prevalent above and below the galactic plane. Sorry I can't elaborate on the math's it's way beyond my comprehension but it is based on all the existing data available, as is all the galactic dust you see. Quite a lot of debates about the data sets we used and how they were visualised. It's strange to think a lot of this data is written down but rarely visualised! There's also the factor of "what people believe is real" vs what science says is real and we've tried to please both camps as best as possible while making the system work as a game in real time!
 
Matt, I haven't had time to go off exploring yet, but are planetary nebulae like the Ring Nebula or Cat's Eye Nebula in there scaled roughly correctly such that they could be "flown" near and sort of through, or at least their central star visited? Of any space fantasy I have, that would be very high up on the list.
 
Thanks :) the guys that did the work are really happy with the current version, it's taken a long time to do but given whenever it was we started if someone had said we'd be at this point now I'd not have believed them! It's especially hard to do something that hasn't really been done before both in terms of the galaxy and the nebula's, by and large we haven't made too many wrong steps and progress has been pretty steady.

Still amazes me that we basically use the map as the background (with extra special sauce) and the map itself is so huge and works so well. Very cool stuff, not many people can genuinely say they've made the galaxy! I know David was especially keen on keeping as much realism as we could but as you said making each location unique and the nebulas/dust really add to the geography of the Galaxy :)

Been waiting a long time to see this kind of thing, rep for you (and your team) for this. Can't wait to get into a nebula region in-game.

Cheers Matt, and OP for the vid.

Sk.
 
Placement is procedural based on all the lovely maths the galaxy guys use however the assets are hand authored. We did look into procedurally generating them but we considered it a time sink for that point in the project. We also had to guarantee the local ones looked as close as possible to the real things so we went down this route. Certainly haven't ruled out changing things in future releases though! Think of it a bit like the planets, Earth etc we override to use very specific data, everything else uses procedural data.

I believe distance to the core is a good factor for how numerous they are. Too close and the dust is absorbed into stars and too far away there's not enough matter. They seem more prevalent above and below the galactic plane. Sorry I can't elaborate on the math's it's way beyond my comprehension but it is based on all the existing data available, as is all the galactic dust you see. Quite a lot of debates about the data sets we used and how they were visualised. It's strange to think a lot of this data is written down but rarely visualised! There's also the factor of "what people believe is real" vs what science says is real and we've tried to please both camps as best as possible while making the system work as a game in real time!

Thanks Matt, can't wait to go out exploring. Well, around our local area that is. Keep up the good work.. :D
 
Will we see planetary nebula, comets and other amazing things any time soon? Maybe some more epic effects added to black holes and close/contact binaries, pulsars, neutron stars etc? :)
 
Cool stuff, I've found similar systems in this region when we were looking at some of the recent improvements :) The Californian nebula looks quite pretty too if your over that way.

As we have a thread with the head of art active, how about giving the Andromeda Galaxy some love? It jarringly ugly at the moment against all the lovely nebula you are working on. It could look like something wonderful (as it truly does)
 
Yep, would REALLY love to see the following:

Multiple stellar light sources
Stellar colour lighting across the system, rather than the fade-to-white which we get past a certain number of ls away from the star
City lights for inhabited worlds!

Keep up the amazing work!
 
Awesome video, and it shows just how good this game can look. :)
@ Matt - great explanations of the work done so far. As someone else mentioned after seeing Interstellar and their Black Hole effects - any chance we'll see something like that in Elite one day? Also would the Time Dilation effect be present ;) and will you get caught in its gravity well, cos we all know nothing can escape a black hole! ;)

Great work everyone.
 
Ice asteroids are jet black. Space is very sooty, and ancient icebergs (even very pure ones), filthy, mucky things, not lustrous pristine affairs.

Think coal, with a similar, sparsely-applied sparkly iridescence.

The OP video has the palette of an arctic winter. It's picturesque, but way too Christmassy.. Hell, why not put fairly lights on some of those bergs? It'd be no less realistic and all the more seasonal..
 
Ice asteroids are jet black. Space is very sooty, and ancient icebergs (even very pure ones), filthy, mucky things, not lustrous pristine affairs.

Think coal, with a similar, sparsely-applied sparkly iridescence.

The OP video has the palette of an arctic winter. It's picturesque, but way too Christmassy.. Hell, why not put fairly lights on some of those bergs? It'd be no less realistic and all the more seasonal..

You're a cheery soul aren't you. If you want to look at a black screen and call it a game, then by all means go ahead.

This is beautiful work. Great work Frontier and thanks for the video.
 
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