I understand the basics, the program has a defined set of rules and randomly creates systems. My question is this..
Are all systems already created or are they created live as they are first discovered and added to the map?
All the systems exist as procedural code and are created during the hyperspace jump sequence, unlike Freelancer which had several pages of code describing the system
Perfect. Thanks cmdr
Reading that article, a question occurred to me. Are all stellar bodies now considered essentially stable for the duration of the game, or are they on their own individual timers?
Reading that article, a question occurred to me. Are all stellar bodies now considered essentially stable for the duration of the game, or are they on their own individual timers?
I know the statistical likelihood of a supernova occurring at a system currently occupied by a player is vanishingly small, but it'd be cool if it were at least a possibility - or if we could locate a recently-formed black hole by seeing the light from a supernova several hundred light years away, and then tracking the event back to the originating star.
It is, in fact, just generating it on the fly whenever you look at the system view. While that newsletter presents quite a poetic view of what's happening, there's no need for masses of difficult simulation when a straightforward formula can tell you the final distribution. Details of how the mass gets divided up into bodies and so forth, are driven by a pseudo-random number generator.That article is fascinating and certainly deals with the word "randomly" in the OP's first sentence but it doesn't really answer the second. The makeup of individual systems is clearly stored somewhere (so it can be called up in the System View fairly promptly - surely it's not running the Stellar Forge algorithm every time you do that?) but the question is, is this data already stored for all 400 billion systems (almost certainly not) or is it generated (and then stored) on demand, as and when somebody first discovers it? If the latter the question arises, will this database scale in the years to come when there are millions of discovered systems rather than however many there are currently?
That article is fascinating and certainly deals with the word "randomly" in the OP's first sentence but it doesn't really answer the second. The makeup of individual systems is clearly stored somewhere (so it can be called up in the System View fairly promptly - surely it's not running the Stellar Forge algorithm every time you do that?) but the question is, is this data already stored for all 400 billion systems (almost certainly not) or is it generated (and then stored) on demand, as and when somebody first discovers it? If the latter the question arises, will this database scale in the years to come when there are millions of discovered systems rather than however many there are currently?
It is, in fact, just generating it on the fly whenever you look at the system view. While that newsletter presents quite a poetic view of what's happening, there's no need for masses of difficult simulation when a straightforward formula can tell you the final distribution. Details of how the mass gets divided up into bodies and so forth, are driven by a pseudo-random number generator.
Please can the system map be cached. Ta.
If every system map in the game took 1kb to store, you would end up with 400tb of data.
if you only cache the systems you've visited then you'll have a few megabytes at most, and then only if you're a super explorer... otherwise the cached data would be less than a megabyte for most people...