Space Engine 0.93

Is it too late to plug the ED game mechanics into SpaceEngine? :D

Yeah, seeing this makes me realize that ED still has a long way to go. But anyone who's doubting the point of planet landings should watch this trailer, especially the three planets starting 2:18. Just beautiful. I need that in ED!
 
What makes you think it is any different to what FD is doing in ED,

Known observable areas of space to the best of our knowledge, unknown areas procedurally generated.

Admittedly it goes further to include other galaxies but that is just an extension of the generation algorithm.
 
Indeed, i think its very exciting to see what planetary landings could be like in ED once implemented and is a fantastic example!

What makes you think it is any different to what FD is doing in ED,

Known observable areas of space to the best of our knowledge, unknown areas procedurally generated.

Admittedly it goes further to include other galaxies but that is just an extension of the generation algorithm.
 
Its so funny. Just add the flight module with pseudo-realistic physics (which i doubt is a hard work for experienced programmer) and You make yourself a game that beats E:D in scope by a thousands of light years.
 
What makes you think it is any different to what FD is doing in ED,

Known observable areas of space to the best of our knowledge, unknown areas procedurally generated.

Admittedly it goes further to include other galaxies but that is just an extension of the generation algorithm.

In the sense that ED requires a change and load of a different instance. These engines appear more seamless in my opinion. The generation algorithm for a planet ring in ED for example, feels more separated. It is in fact two different versions of the planet ring. One texture generator, and one generator for the celestial bodies. Space Engine and I-Novae likely does it similarly, but the seamlessness is very apparent. Whether this is due to it being online or not, I do not know. But I doubt it.
 
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In the sense that ED requires a change and load of a different instance. These engines appear more seamless in my opinion. The generation algorithm for a planet ring in ED for example, feels more separated. It is in fact two different versions of the planet ring. One texture generator, and one generator for the celestial bodies. Space Engine and I-Novae likely does it similarly, but the seamlessness is very apparent. Whether this is due to it being online or not, I do not know. But I doubt it.

Actually...there are no seperate "instances" in terms of the gameworld. It's the same world you are moving through no matter if it's in normal flight or SC. The "instance" is simply which other entities (players/NPCs) that appear next to you in that area. The world is still the same.

When it comes to the rings the difference is simply that Inovaes rings are less dense compared to ED. In ED the rocks are much tighter packed together (for gameplay reasons) and if you would load in the actual 3D models while traveling in SC close enough to them so you could see these 3D assets the computer would take a HUGE performance hit for very little gain when it comes to loading these in and out pretty much instantly. That's why we are only seeing the sprite representations of the rocks while in SC. When you drop to normal space the game simply allows these to be rendered again...it's a LOD "issue" and nothing else.

Space Engine only has a texture for the rings at the moment. No 3D models.

Obviously ED doesn't have a 3D terrain yet down on the planets, but the PG data set they have to build this on is a lot better than what I've seen from both SpaceEngine and Inovae so far.

Love SpaceEngine but ED will surpass it by leaps and bounds in terms of planetary detail when they start to work on that part of the game. :)
 
this is due to the multiplayer component, not to an engine's limit.

This does not match what we see. The loading of a different graphical asset is what we see with the rings. The lack of a seamless transition in this case got very little to do with offline vs online. I've tried the game in offline while it was still possible.
 
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I tried out the SpaceEngine - it is absolutely mind blowing and yes, Frontier should give the man a job instantly.
Couldn´t be any better than that.
Thanks for sharing.

All the best,
Robin
 
I'd not seen this before, is it like Kerbal Space Program where there's actual gameplay or is it more like a visually impressive tourist guide to the galaxy?
 
I agree SpaceEngine is truly seamless, in the way i'd hoped and prayed E4 would be, but in which it sadly hasn't come close.

In SpaceEngine you can literally travel between star systems, whereas Elite can only make an unconvincing pretense at interstellar travel, via curtainfalls and set changes. In Elite, there's only one star system - the one you're in. "Hyperspace" is a loading screen while the scenery gets re-arranged around you. You haven't 'traveled' to another system, in a literal sense. The skybox may be drawn based on realistic position calculations, but it's still a rendered skybox nonetheless. Space engine has no skybox - you're actually seeing distant stars, not artificial representations of them.

In SpaceEngine interstellar travel can be enjoyed simply by accelerating up to such high speeds that stars literally separate out and pass you by. Elite cannot do this - you have to hyperspace for it to re-calculate and re-draw the artificial skybox.

FD claimed ED would be seamless, but have instead given us loading screens. If pressed they'd no doubt claim a real seamless galaxy was technically impossible, due to multiplayer or whatever excuse.

SpaceEngine is genuinely seamless.

Just as Noctis was many moons ago (check it out, way cool game).
 
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Space engine is great, can't wait to have my next PC so I can move smoothly between stars... Also, when is he going to implement Oculus Rift in this? It begs for it!!
 
Oculus Rift is supported in the upcoming version :) I have a feeling it will be incredible, frightening even.

Space engine is great, can't wait to have my next PC so I can move smoothly between stars... Also, when is he going to implement Oculus Rift in this? It begs for it!!
 
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