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.
Looks a bit like added on models to me:
http://i.imgur.com/nSyObhT.jpg
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.
My worry is that FDev 'cave' and actually spend time and resources on this nonsense (see what i did there).
I suggest you keep your hype in check.
...
Manage your expectations.
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...
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
Understood... But if a reasonable amount of effort can produce some interesting cave orientated gameplay great! See my "Visuals" & "Gameplay" comment above this one?Well yes....sort of. Didn't mean it to be insulting...more tongue in cheek. It was about priorities.
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.
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?
"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*
This was no ordinary cave, though. What was inside were hundreds if not thousands of egg sacs, and slimy walls that clearly were the construction of something beyond the understandings of the current universe.
Read more at http://www.gamerevolution.com/featu...rous-v2-4-e3-2017-preview#1S7bQwK1p1Ahk88O.99
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?