Start here:Does it really? I doubt it. Only gravity.

Generating The Universe in Elite: Dangerous
Doc Ross from Frontier Developments talked about the way he helped to create the amazing universe of Elite.

Start here:Does it really? I doubt it. Only gravity.
Stellar Forge does and she is integral to the Cobra Engine, from the boulders on the planet surface to the NPC gawping out of the luxury hotel room at an orbiting moon at dusk to the battle in the rings of the parent gas giant, it is all in sync.Does it really? I doubt it. Only gravity.
it will rain beer first.
For me that's why Oddity is still a success despite all the shortcomings. The scale is just incredible.Stellar Forge does and she is integral to the Cobra Engine, from the boulders on the planet surface to the NPC gawping out of the luxury hotel room at an orbiting moon at dusk to the battle in the rings of the parent gas giant, it is all in sync.
Not live in game, but pre-rendered, you could say, yes.Does it really? I doubt it. Only gravity.
Obviously Steam Charts have different opinion. Compare those numbers to the alpha demo of a game "Star Citizen" with the "toy" planets and you will probably see the difference.I beg your pardon? Speaking for a lot of people there aren't you? I wouldn't even be here playing if ED used toy planets, that's not an option!
We are approaching a point where games look as good as the UE3 Samaritan tech demo 11 years ago...
Source: https://www.youtube.com/watch?v=XgS67BwPfFY
Aside from that, every game being the same other than the colors of the flashing lights and the sounds of the bells and whistles would insure that I play none of them.I beg your pardon? Speaking for a lot of people there aren't you? I wouldn't even be here playing if ED used toy planets, that's not an option!
Obviously Steam Charts have different opinion. Compare those numbers to the alpha demo of a game "Star Citizen" with the "toy" planets and you will probably see the difference.
It's in proportion to other points of reference, and of course there is also the difference between procedural generation and "hand drawn" assets. Creating a world or parts of a world that no one will ever likely see is often a waste of resources, but not so much in this game, since rather they created the means by which they are created, and we get to enjoy going out of bounds a bit, as it were.Something I don't understand in regards to scale is surely it is a matter of reference.
So if we could render an 'infinitely' detailed marble, you could say it is only a cm across. But if we were to zoom in to a microscopic level we can then see valleys, mountains, debris. And then to place a human it can give the impression that the marble is 1000's of km across.
This is what I don't understand when it's said SCs planets are not real size, is it not a design choice over a limitation
Something I don't understand in regards to scale is surely it is a matter of reference.
So if we could render an 'infinitely' detailed marble, you could say it is only a cm across. But if we were to zoom in to a microscopic level we can then see valleys, mountains, debris. And then to place a human it can give the impression that the marble is 1000's of km across.
This is what I don't understand when it's said SCs planets are not real size, is it not a design choice over a limitation
I suppose that's fair to an extent. I don't always play games like I'm supposed to, according to the thinking of some....
Since space is mostly emptiness and stuff you dont care about in a game, this means you end up with a game that is not technically realistic. Some players value that realism over all else. Those are the people you dont understand.
Of course it can. All games engines use 4x4 matrices to encode scale and translation. Basically a object is parented on to another by multiply their matrices together. This is very very basic 3D programming and world management.Why can‘t the have people walking about is maybe because the Cobra engine can’t support a moving thing in a moving thing in a moving thing. Probably wrong but thats my impression - otherwise they would let you walk about the cockpit at minimum. I’m not entirely sure but can you walk about when a carrier is jumping or re you forced to sit down.
It's my understanding that this could be done in VR on bridges already anyway. Seems more likely that they'd rather not bother with it and the financial costs in human resources and time to flesh it out (so far), even though it was an early goal of theirs to implement it eventually.Why can‘t the have people walking about is maybe because the Cobra engine can’t support a moving thing in a moving thing in a moving thing. Probably wrong but thats my impression - otherwise they would let you walk about the cockpit at minimum. I’m not entirely sure but can you walk about when a carrier is jumping or are you forced to sit down.
Any news on standing up whilst a carrier can jump? EDIT - sorry that was a general comment not just to you.Of course it can. All games engines use 4x4 matrices to encode scale and translation. Basically a object is parented on to another by multiply their matrices together. This is very very basic 3D programming and world management.
What news are you expecting?Any news on standing up whilst a carrier can jump? EDIT - sorry that was a general comment not just to you.