Elite Dangerous: Horizons - How to Make a Real World Livestream on our official YouTube Channel 7PM BST 14th Oct

Absolutely astounding.

Thank you Frontier Developments!

"Yeah, so... we worked out the total driveable area... and it's about 10AU x 10AU - which is about the size of Jupiter's orbit" (x the size of Jupiter's orbit)

Woah.
 
I have watched the stream live then re watched the videos a couple of times and i have to say you`ve done a great job on the macro detail, i have never seen stuff like that before in a game and that is exactly what i expect from the Elite franchise! Great job.

I`ve been critical of your PG in the past, I`m glad i`ve been proven wrong.
 
Glad people enjoyed the teams work, very humbled by the response! We spend loads of time pouring over Nasa photos to get as close as we can to scientifically correct!

A gazillion years from now and in a space-time far, far from here, astrophysicist will hear the echo of my mind blown and think it is the big bang of their universe.
 
Planets are looking great. Couple of questions:

Are there specific features from the Pluto photos that you've been able to add to your planet generation?

Are you using some sort of sparse/virtual texture system to create all that unique looking texturing? Anything more you can talk about in terms of how textures are generated/blended/scales for detail levels?
 
Why isn't this thread longer yet!?

Oh...I know!

Everyone is still stuck watching the video on a loop!

I know I am! :D
 
Love to see more of this behind the scenes stuff/discussion btw. Would be great to see a follow on with volcanic worlds. Maybe one on character generation closer to when avatars are released etc
 
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One question - why do most of the craters have mountains in the center of them ?

fig7.gif
 
Amazing stuff you are doing, really majestic. There is no game more ambitious, and you seem to even be able to deliver on that! Thanks! Would it be possible to upload some of the videos?
 

Matt Dickinson

Head of Technical Art- Elite: Dangerous
Frontier
Planets are looking great. Couple of questions:

Are there specific features from the Pluto photos that you've been able to add to your planet generation?

Are you using some sort of sparse/virtual texture system to create all that unique looking texturing? Anything more you can talk about in terms of how textures are generated/blended/scales for detail levels?

We could talk another hour about materials! Basically we use a series of materials made of noise patterns and artist created textures. Materials have upper and lower elements so we can expose detail beneath things. It's a really clever system and allows us to avoid repetition, the artists set the material property's but the planet's themselves decide which materials to use and where they occur using the same information that builds the geometry.
 
We could talk another hour about materials! Basically we use a series of materials made of noise patterns and artist created textures. Materials have upper and lower elements so we can expose detail beneath things. It's a really clever system and allows us to avoid repetition, the artists set the material property's but the planet's themselves decide which materials to use and where they occur using the same information that builds the geometry.

Is there scope for deformable geometry? I can understand not as a 2.0 release but technologically speaking - would deformable and transformable terrain from users be something worthwhile to add either as a concept or capability?
 
I work in the field of computer graphics since 1988 including 3D animation, modelling, texturing and game assets. I also programmed node based procedural shaders for cinema 4D years ago... Looking at those terrains, i can only say, that you people have done some amazing work with stunning results. I was already amazed when i first used substances to texture 3D models, but this goes really beyond...

I am really excited to land on all those incredible worlds soon. I bet you are too, as you dont know how most of your work looks in game :D...
 
Is there scope for deformable geometry? I can understand not as a 2.0 release but technologically speaking - would deformable and transformable terrain from users be something worthwhile to add either as a concept or capability?

It would be pretty funny to accept a mission to a planetary outpost, and upon arrival see a crater where the outpost used to be...
 
Just watched through the stream, and it was truly awesome! It's awesome that there is still much stuff to anticipate and see within the coming weeks even with regards to PG stuff, such as more seamless lod transitions, ice planets, lighting e.g. within nebulas, and metallic planets with different mineral compositions.

Must say I'm impressed with the pragmatism of ED's development, having a clear roadmap; e.g. the gradual build up of planetary features makes sense, leaving more difficult features like volcanism, atmospheres, water and vegetation for later.

Now how about some details on structures and bases on planets? I wonder what the scale of those could be, similar to outposts or full-blown stations?
 
We could talk another hour about materials! Basically we use a series of materials made of noise patterns and artist created textures. Materials have upper and lower elements so we can expose detail beneath things. It's a really clever system and allows us to avoid repetition, the artists set the material property's but the planet's themselves decide which materials to use and where they occur using the same information that builds the geometry.


Another stream could be just awesome :p I was very surprise by the complexity and the very surprising result FD has obtained ! Horizons will bring so much diversity and deepness into Elite !

Thanks you so much for your dedication, and involvement into your job !!
 
It would be pretty funny to accept a mission to a planetary outpost, and upon arrival see a crater where the outpost used to be...

well. outposts can relocate/rebuild/defend themselves :p

Its a shame that atmospheric landings were not the introduction to planetary landings in a way.
Exploring specifically - the planets where you can land aren't generally the planets explorers pay much attention to as they are terribly unprofitable. Perhaps PL and the surface exploration involved with that will change things a little.
 
well. outposts can relocate/rebuild/defend themselves :p

Its a shame that atmospheric landings were not the introduction to planetary landings in a way.
Exploring specifically - the planets where you can land aren't generally the planets explorers pay much attention to as they are terribly unprofitable. Perhaps PL and the surface exploration involved with that will change things a little.

Yep. I haven't done much exploration myself, but even I know that after doing the initial honk if a planet looks like a bluish white ball you shouldn't waste any time on it. After Horizons I'll probably go over anyway just to admire it.
 
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