The Planetary landing and planetside missions discussion Thread

The driving model is getting there but I think it's safe to say the Newtonian crowd might be pleased with the aerial capabilities of the buggy ;)

BINGO! I gotta be able to do some wicked sic drifts. Do you even drift bro? Yeah I drift AND lift (thanks to thrusters).

Also THANK YOU for 1st person driving that's my style.
 

Mike Evans

Designer- Elite: Dangerous
Frontier
Confirmed no caves then.....

I don't see the confirmation in my reply. I asked if the poster could post links to the tech described and that I personally don't know of any tech out there that does this in real time on a planetary scale. I'm saying nothing about what we're doing.

I was more interested in why a lack of such features would indicate our development team were below average in ability (which could be seen as quite insulting really) and that by implication you can never have interesting looking terrain with just heightmap and texture based variation.
 
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Mike Evans

Designer- Elite: Dangerous
Frontier
No Man's Sky?

True, I do remember seeing caves at one point though I'm not seen them since. Not sure I remember seeing overhangs either but I guess if they can do caves that would indicate the ability to do overhangs too. However they lean very heavily on small draw distances when you're actually down on the ground to give time for the algorithms to churn and generate the terrain where as we can't use atmospheric fog (on account that we're doing airless bodies) to hide generation so we need to be able to generate terrain to quite a distance (all the way to space in fact seeing as you'll see these planets from super cruise as per normal).
 

Mike Evans

Designer- Elite: Dangerous
Frontier
NMS is going to be offline, and not in real time though right?

I mean offline in terms of rendering, not internet connection. I.e. offline rendering you can spend weeks rendering a scene if so desired because you don't have to be able to interact and move through said scene in real time like in a game. Terregen is a good piece of offline terrain generation software.
 
I don't see the confirmation in my reply. I asked if the poster could post links to the tech described and that I personally don't know of any tech out there that does this in real time on a planetary scale. I'm saying nothing about what we're doing.

I was more interested in why a lack of such features would indicate our development team were below average in ability (which could be seen as quite insulting really) and that by implication you can never have interesting looking terrain with just heightmap and texture based variation.

Just trying to pry some info from you, I think the ED team is the best at PG currently.

Thank you
 
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NMS is going to be offline, and not in real time though right?


Nope, real-time.

[video=youtube_share;-h5vwfEaONg]https://youtu.be/-h5vwfEaONg?t=1m56s[/video]


Edit: Sorry, the cave is @ 1:57. Also what appears to be an underwater cave @ 5:05.


Like I said earlier, I’m not in Murray’s ballpark in terms of smarts, but the gist of what he said was this: No Man’s Sky is underpinned by a mathematical formula that generates everything in its universe on the fly. Every blade of grass, every rock and every creature is created as the player approaches it.


Planets don’t exist until the player arrives at them and when they leave, those planets vanish. The avatar sits at the centre of an algorithm that generates environments as far as the eye can see. There’s no danger of the player running out of space because no mode of transport they’ll ever use is capable of moving faster than the algorithm’s speed at generating the environment.

Taken from.. http://www.trustedreviews.com/no-man-s-sky-review

That sounds like real-time.
 
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True, I do remember seeing caves at one point though I'm not seen them since. Not sure I remember seeing overhangs either but I guess if they can do caves that would indicate the ability to do overhangs too. However they lean very heavily on small draw distances when you're actually down on the ground to give time for the algorithms to churn and generate the terrain where as we can't use atmospheric fog (on account that we're doing airless bodies) to hide generation so we need to be able to generate terrain to quite a distance (all the way to space in fact seeing as you'll see these planets from super cruise as per normal).

Put like that I'm quite excited!
 
I'm fairly sure NMS has caves.

Yeah it does, but then NMS is much more focused on exploration and also has water (or equivalent), plants and animals (or at least dinosaurs). Bear in mind the NMS landscape is quite stylised with a kind of 1960s sci-fi look; it looks more like a game landscape than a realistic one, IMO (and nothing wrong with that if that's the look you're going for).
 
Perhaps FDev can look at implementing caves in a future version.

I'm sure they have the ability to do it if they have the time to put into it.

We don't know how good NMS is going to be yet, it may be awesome, who knows...

Hello Games are only in Guildford if you wanna pop and see them for some tips on cave systems :p


Even notch built cave systems in Minecraft and he describes himself as a "not very good programmer"...


I'm still excited for Horizons, caves or not!
 
Yeah it does, but then NMS is much more focused on exploration and also has water (or equivalent), plants and animals (or at least dinosaurs). Bear in mind the NMS landscape is quite stylised with a kind of 1960s sci-fi look; it looks more like a game landscape than a realistic one, IMO (and nothing wrong with that if that's the look you're going for).

I had issues with the "pastels" at first. But, after some time of watching vid's, and gameplay. The "colors" kinda suite the game. Im not sure that I'd be on the train on release day. but, I could se myself playing it at some point. After all, I am a sci-fi fan, and even "B" movies, and games, I tend to like.
EDIT: Not saying that NMS is a "B" game..just to B clear..:)
 
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