Possibilities for Caves in ED

Looks a bit like added on models to me:
nSyObhT.jpg
 
I would guess that they would need a set of modular cave assets, these could be put together using proc gen and then somehow inserted into the planetary terrain mesh in a way that looks seamless. Non-trivial I think, and surely some way off.

Other games cheat with their cave/dungeon assets, you get a loading screen. E.g. Skyrim is famous for it's numerous immersion-breaking loading screens.

Looking at how they do stations and stuff, yeah, this is a possibility, its FD's forte.
 
Looks a bit like added on models to me:
http://i.imgur.com/nSyObhT.jpg

I hope not. They've got a huge opportunity to address a lot of "quality of gameplay" stuff by going the other route, with probably the same order of magnitude in design and coding effort to make it happen. On the other hand, if those ARE added models on top of a height map, they are darn good ones :)
 
Doesn't Planet Coaster use the same game engine as ED?

From what I've seen of PC (youtube only) it doesn't have a problem with caves.

I'm very excited about caves in ED. In RL, I used to do a fair bit of caving. Hopefully when we get legs, we have the option of crawling, climbing and swimming as well as walking.

Same engine. Don't they do caves with models though? You can mess with the heightmap with the tools, but not sure you can tunnel under the terrain... i might be wrong, i have planet coaster but barely touched it.
 
Sheesh....I read this post and despair.

What is this potholing dangerous? It's a space game....SPACE and you lot are obsessing about something so niche, so tiny in the grand scheme of things it boggles the mind.

There are so many things in this game that need to be addressed, fundamental things, basic mechanics that don't work or are 'placeholder' to the point of it being barely there. The whole of the exploration 'meta' is so basic as to be virtually non existent.

And you lot want FDev to build you caves.......[???]

I know 3.0 will concentrate on the core mechanics but putting pressure on FDev to build caves when there are so many other more pressing matters at hand is frankly bizarre.

My worry is that FDev 'cave' and actually spend time and resources on this nonsense (see what i did there). This is the sort of feature I'd like to see when everything else has been addressed.....this is the cherry on the icing on the multi tiered cake.....right now we have a barely formed base layer of that cake....very little jam or fondant.

Now look what you've done....I'm hungry for cake.
 
My worry is that FDev 'cave' and actually spend time and resources on this nonsense (see what i did there).

Yes, I did see what you did there... You needlessly insulted lots of people in the thread suggesting the gameplay opportunities they can see with cave mechanics are pointless and a waste of time.

There's (better) ways to make a point without needless belittling folks...
 
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As has been pointed out, there are a few different ways in which a mesh can be modified to produce caves or extra features on planets, but doing it in a way that can basically be optimised and then left alone... is another thing all together.

I can imagine a double displacement pass that could easily produce overhang like features, in which you have your height map produce a near vertical cliff, you do a pass with a subdivision mask, then you apply another height map to the normal direction.

Despite saying 'easily' that would still be fraught with issues without lots of optimisation but could give you features such as impact craters that dig out small parts in the sides of hills and canyons, or overhangs and cliffs.

Caves, as pointed out already, are a whole different ballgame.

The other (and most important part) is gameplay. The question is what does it add in terms of gameplay? Overhangs give nothing other than pretty visuals, would caves really add enough gameplay to warrant the development time? Maybe? Maybe not? not sure personally
 
I suggest you keep your hype in check.

...

Manage your expectations.

Oh no need to be a Debbie Downer :)

My hype is in check, not to worry my friend.. just thought I would start a conversation, see what others think or would like.

I'll leave the technical side to the devs on what may be possible or even if this may be a thing in the future .. I'll just day dream on what might be :)
 
Yes, I did see what you did there... You needlessly insulted lots of people in the thread suggesting the gameplay opportunities they can see with cave mechanics are pointless and a waste of time.

There's (better) ways to make a point without needless belittling folks...

Well yes....sort of. Didn't mean it to be insulting...more tongue in cheek. It was about priorities.
 
The other (and most important part) is gameplay. The question is what does it add in terms of gameplay? Overhangs give nothing other than pretty visuals, would caves really add enough gameplay to warrant the development time? Maybe? Maybe not? not sure personally

Well, it calls into two distinct areas?

Visuals? ie: Would it result in nice visual experiences that merit the feature alone. If you think of lava tubes, thes often over time collapse giving access and also hugh skylights to the tunnels. These might give some interesting experinces especially visually?

Gameplay?: A mentioned if there's nice reasons to go into the tunnels to find rare valuable things? Nice! Imagine later liquids are added? Imagine later grappling/tow cables are added. Imagine it's best to search tunnels in SRVs in pairs, just incase you get stuck (in a trick spot or in deep water) and the other SRV can pull you out. ie: Emergent (co-op) gameplay also opens up.



Well yes....sort of. Didn't mean it to be insulting...more tongue in cheek. It was about priorities.
Understood... But if a reasonable amount of effort can produce some interesting cave orientated gameplay great! See my "Visuals" & "Gameplay" comment above this one?

If it's a huge amount of work - as you suggest - there's clearly plenty else to invest that time in. But if there's a nice win to be had with a sensible amount of time with "cave" technolgy... Great.

ps: As I mentioned elsewhere in the thread. The cave tech might also be employed in rare huge asteroids too, so you could fly into/through asteroids?
 
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This is the crux of Elite: Dangerous. We have expectations, based on the fact that this game has potential beyond anything gone before, of what could be. Every time there is a snippet of anything new, everyone goes into overdrive with what they all hope it can mean, and rightly so.

However, lets not get our hopes up just yet but let us all continue to be patient and .........................and......................and........................and.

CMIV
 
Sheesh....I read this post and despair.

What is this potholing dangerous? It's a space game....SPACE and you lot are obsessing about something so niche, so tiny in the grand scheme of things it boggles the mind.

There are so many things in this game that need to be addressed, fundamental things, basic mechanics that don't work or are 'placeholder' to the point of it being barely there. The whole of the exploration 'meta' is so basic as to be virtually non existent.

And you lot want FDev to build you caves.......[???]

I know 3.0 will concentrate on the core mechanics but putting pressure on FDev to build caves when there are so many other more pressing matters at hand is frankly bizarre.

My worry is that FDev 'cave' and actually spend time and resources on this nonsense (see what i did there). This is the sort of feature I'd like to see when everything else has been addressed.....this is the cherry on the icing on the multi tiered cake.....right now we have a barely formed base layer of that cake....very little jam or fondant.

Now look what you've done....I'm hungry for cake.

"And you lot want FDev to build you caves..." No, we (since I'm presuming to be part of "you lot", whoever we actually are...) want them to take the opportunity that their own leaked gameplay footage has suggested to make a quantum leap in the quality of their planet generation. The fact that it will give properly mapped cave systems along with everything else it will address is almost irrelevant, but nonetheless a good thing. You want better exploration meta? Better planets would be a darn good start on that!

Nonsense? the only nonsense here is that negative attitude and "there's a cave for that"
*plonk*
 
As said through out many post in this thread to "keep our expectations in check" but hopefully ED will read through some of
the post and use one two of the idea's ....
 
Understood... But if a reasonable amount of effort can produce some interesting cave orientated gameplay great! See my "Visuals" & "Gameplay" comment above this one?

If it's a huge amount of work - as you suggest - there's clearly plenty else to invest that time in. But if there's a nice win to be had with a sensible amount of time with "cave" technolgy... Great.

ps: As I mentioned elsewhere in the thread. The cave tech might also be employed in rare huge asteroids too, so you could fly into/through asteroids?

I agree, caves would be a cool feature.....eventually. As part of the exploration update and improving that core mechanic it would be a great feature but as I said I see this as the sort of thing they would introduce once other features have been added.

If they added caves tomorrow (theorizing here) then it would just be a hole in the ground with nothing to do in it. Once we have proper exploration mechanics, resource mapping, improved scanning mechanics, improved planetary features like lava, resource nodes, planetary mining etc. Then it makes sense to have caves as there would be a feature set to support it......IMO
 
"And you lot want FDev to build you caves..." No, we (since I'm presuming to be part of "you lot", whoever we actually are...) want them to take the opportunity that their own leaked gameplay footage has suggested to make a quantum leap in the quality of their planet generation. The fact that it will give properly mapped cave systems along with everything else it will address is almost irrelevant, but nonetheless a good thing. You want better exploration meta? Better planets would be a darn good start on that!

Nonsense? the only nonsense here is that negative attitude and "there's a cave for that"
*plonk*

Fair enough....point taken....i'll sit in my cave.
 
The OP pointed out some nice ideas, but honestly speaking, it sounds like a whole different kind of game to me. These expectations or hopes are a bit too much. This is like asking for aerial combat sim in HalfLife.
I agree it would be great, but like someone said, it is a space game.
I for myself am already happy that we can land of planets at all.
 
Technically, caves are a big deal. Right now, a planetary surface has a "height" and anything below that is "underground" and solid. This was/is the most basic way to create a reasonably satisfactory surface to interact with. It's the way most games do it. "Caves" in those situations are actually structures of "artificial terrain", effectively buildings that look from the outside like the ground. Procedurally generating those, with the possibility of other "surface features" needing to displace to appear on the surface of the cave covering rather than at the "ground level" the cave is "built" on would be a bit of a nightmare. Mainly for this reason, I don't see FD doing it that way. It would be a "poor" solution in terms of the game environment and would take as much design and coding effort as doing it right would. Therefore, if we're to start seeing caves I expect FD to do it right - even if they were the worst kind of lazy software company that some of the negative nellies on here accuse them of being, it would still make sense for them to do it properly. They will volume-map planetary surfaces, and that volume map may include voids.

We've got an example of doing it that way with procedural generation that almost all of us will be familiar with, albeit at a relatively low resolution. Minecraft. Specify the same world seed and you get the same world, the same ores in the same places, the same caverns, mountains, lakes and lava pits. Now minecraft is, as I said, really low resolution. Each voxel (horrible word, derived from "volume pixel" - accurate concept, despicable etymology) in minecraft is about a metre on a side. For ED planetary surfaces there would have to be more iterations of subdivision based on the same random seed to reduce the size of each "minecraft block" to the point where the surface would "look smooth" with appropriate rendering tweaks to avoid suspiciously square corners showing up in our fields of view. The same process allows not only the creation of cave-like voids in the planetary crust but also the placement of things IN those voids or "on the surface"...

I would say that one of the big QoL upgrades in the next few releases is likely to be a complete rework of planetary surface generation. Conversion to volume-map rather than straight height-mapping, which will also likely address the "horrible beige" too - we've been on their case about that for so long, they have to have been thinking about what to do about it, doesn't it make sense that if they knew they were going to eventually convert to volume-mapping they'd build the answer to the current bland-render into the "fixed" surface generation rather than the height-mapped version they knew they were going to supersede?

This is a great post. Agony is right, heightmaps can’t do caves justice, and like you state above transitioning planet gen to voxels solves a lot of problems. The issue with that though is that it pretty much requires Frontier to throw out the entire current planet gen engine for a totally new one. While I agree that would go a long way to improve the game and provide much more flexibility for future (and current) content, I honestly don’t see Frontier going back to the drawing board to that extent. They could have gone the voxel route from the beginning but they chose not to, going with heightmaps instead. Most likely for performance reasons, heightmap worlds are faster to generate than voxel worlds.

I do believe that Planet Coaster also uses heightmap worlds, with caves and such added as “buildings” or static props. Elite will most likely go the same route, just on a larger scale than PC, as both games use the Cobra engine. I agree though, voxels would be the best way to go.
 
Can Caves v2 have cave-ins and floodings?
V3 could have communities living in them
Endless possibilities......
 
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