It’s so the right-way-up station names and “welcome” are readable when flying through the docking slotI'm intrigued by its cockpit. From the pilot's (and the other crew's perspective), why is looking down important in this ship?
It’s so the right-way-up station names and “welcome” are readable when flying through the docking slotI'm intrigued by its cockpit. From the pilot's (and the other crew's perspective), why is looking down important in this ship?
Errr, SC have built a lot of tech (just ontop of an unsuitable off-the-shelf engine, that then needed massively rewriting & still doesn't perform well).
As for what tech FDev are copying the idea of, I am talking about how they generate interesting terrain features:
https://youtu.be/DbEKn6gN4Qk?t=1016 (watch 16:56 to 19:15)
FDev didn't mention anything like this, until long after SC described this in detail (in June 2017), and FDev now plan something similar for their 2018 Q4 update.
And that's fine. SC copied a lot of ED ideas (e.g. procedural planets). So if ED copies one idea of SC, then great, that means we get a better game![]()
Errr, SC have built a lot of tech (just ontop of an unsuitable off-the-shelf engine, that then needed massively rewriting & still doesn't perform well).
As for what tech FDev are copying the idea of, I am talking about how they generate interesting terrain features:
https://youtu.be/DbEKn6gN4Qk?t=1016 (watch 16:56 to 19:15)
FDev didn't mention anything like this, until long after SC described this in detail (in June 2017), and FDev now plan something similar for their 2018 Q4 update.
And that's fine. SC copied a lot of ED ideas (e.g. procedural planets). So if ED copies one idea of SC, then great, that means we get a better game![]()
I think I heard FD mutter something about forth-coming premium content (or words to that effect. Paid for dlc as I understood it).
Any idea what this may be?
Errr, SC have built a lot of tech (just ontop of an unsuitable off-the-shelf engine, that then needed massively rewriting & still doesn't perform well).
As for what tech FDev are copying the idea of, I am talking about how they generate interesting terrain features:
https://youtu.be/DbEKn6gN4Qk?t=1016 (watch 16:56 to 19:15)
FDev didn't mention anything like this, until long after SC described this in detail (in June 2017), and FDev now plan something similar for their 2018 Q4 update.
And that's fine. SC copied a lot of ED ideas (e.g. procedural planets). So if ED copies one idea of SC, then great, that means we get a better game![]()
As if either SC or FDev thought of such things first. There's been plenty of work on terrain generation and procedural worlds way before SC or FDev.
You might have to if the canopy's breached.I'm guessing a few more ships and possibly the ability to fly in the upper atmosphere of gas giants.
But I'm not holding my breath for the latter.
I like to know what is meant by "premium" content. Is that slang for a f2p shop, a sub or "seasonal" model or just another word for expansions?
OK, a talk about general procedural generation. What was your point?From 2013:
So SC uses a specific procedural generation technique before FDev, and you find that insulting?Braben is definitely one of the early pioneers of procedural generation, originally with Elite (1984), Frontier and First Encounters (mid 90, which had planets and procedurally generated terrain to land on) and other games up to and including ED. I'm not saying he's the sole contributer (by a long way) but to think that he has any need to copy SC is frankly insulting.
Braben is definitely one of the early pioneers of procedural generation, originally with Elite (1984), Frontier and First Encounters (mid 90, which had planets and procedurally generated terrain to land on) and other games up to and including ED. I'm not saying he's the sole contributer (by a long way) but to think that he has any need to copy SC is frankly insulting. (That last isn't at you Equinox).
With elite 1984 and Frontier Elite II you knew you were getting quality because it was coded by David Braben himself, FEII was amazing for its time.
I believe Ian (UV is my bag) Bell was the coder for the first elite.
Elite Programming | |
Ian Bell | David Braben |
Sun & planet plotting | Ship plotting |
3D movement, ship rotations | Trading screens |
Stars/Dust Particles,Explosions | Equip ship screen |
Hyperspace effect, Weapon Effects | Navigational charts |
Solar system maintenance | Galaxy generation |
"Goat Soup" string | "Furry Felines" string |
Scanner coding | Scanner concept |
Graphics primitives | Sound effects |
Enemy tactics, Docking, Missiles | Dial bars |
Secret Missions, Trumbles |
Elite Ship Design | |
Ian Bell | David Braben |
Adder, Anaconda, Asp, Boa, Boulder, Cobra I, Cougar, Fer-de-Lance, Gecko, Krait, Moray, Orbit shuttle, Tharglet, Transporter, Worm, Dodecahedral Station | Asteroid, Cobra III, Constrictor, Mamba, Missile, Python, Sidewinder, Thargoid, Viper, Coriolis Station |