Image of the week
Image of the week
Image of the weekI hope DB sees this and says "Let's do this !"
Even AI driven SRVs restricted to bases would require a lot of terrain knowledge, but if they had some bases with only flat terrain and restricted the NPCs to those, it would bring the planetary game more alive than it is at present. Let them just drive around delivering 'data.' They don't all have to be 'battle NPCs' but a few would help.
Image of the weekI hope DB sees this and says "Let's do this !"
I was soooo hoping for that when Galnet reported a mining robot had run amok on some planet.
Imagine my disappointment when, upon arriving in the correct system, there weren't even any landable planets, let alone any sign of a homicidal robotic T-Rex.![]()
Should we be encouraged they are still looking for someone to take this forward? Yes ! But it means this feature for SRVs will be a long way ahead.
I'm surprised the myriads of armchair programmers here that have declared how much better at this they would be haven't stepped up already.
It's money to mouth time.
I hope it's not a disguise for "we desperately need someone to help us with Legs" !I'm not convinced SRV's are even the top priority for this position, but I'm still optimistic.
I hope it's not a disguise for "we desperately need someone to help us with Legs" !
I realize that Elite is exponentially more complicated than the previous games I have helped engineer - In those game engines, the surface contact was always the "base" you started from and built the vehicles to follow the terrain that was determined previously - Using what was called (in my day), PhysX, the ability to follow said terrain inclination or declination in all 3 axes ( up-down, left-right, forward-back), without falling thru the terrain - The same type of collision physics is used in the combat, allowing projectiles to impact against the object instead of passing thru - Each layer needs to interact without repercussions in the overall scenario "frame" of reference - Floating rocks on planet surfaces? That is a bounding box issue that is easily resolved by reducing the bounding box size that surrounds each object to allow those objects to seem to be contacting the primary surface - This can be determined in the game engine by making the contact surface value of 0.01 and the object value as 0.02, etc. - Basically the same as in layering different textures over each other to produce the desired effect, get the 2 or more textures too close and they clash like the lines between textures you can encounter in the black of space - Falling rocks or other objects have their own physical aspect which remains inert until touched by another physical object then the stated gravity allows the item to initiate rolling down a declination.
Shall I continue ? Hehehe.
You’re assuming that “vehicle” means ground vehicle. It could just as easily mean space vehicle could it not? Like those role-based NPC vehicles that are supposed to go with fleet carriers.
it could shed some light on the reason for the delay.
the challenges of driving and navigating vehicles on complicated, rugged terrain
You’re assuming that “vehicle” means ground vehicle. It could just as easily mean space vehicle could it not? Like those role-based NPC vehicles that are supposed to go with fleet carriers.
it could shed some light on the reason for the delay.
Hey, that looks like where I used to live. I actually kind of miss it.
One wonders why FD are even asking. All they have to do is read their own forums, we all know that a lot here profess to be world leaders in gaming design, programming, networking - well every aspect of the genre and they all say they can do a better job.
Just hire them![]()