Is it the David Lynch directors cut ?, I like that one. The syfy channel did a nice adaptation, and also their children of dune is well worth watching.
This is "DUPE"
Is it the David Lynch directors cut ?, I like that one. The syfy channel did a nice adaptation, and also their children of dune is well worth watching.
This is "DUPE"
The higher quality recording of the demo has been uploaded:
https://www.youtube.com/watch?v=pdCFTF8j7yI&feature=youtu.be
It looks like the heightmap is procedural, an all the surface (the 'biomes') are just tiles placed by an artist. I hope I'm wrong about this 'cos if I'm right it just makes proc gen pointless.
If the surface of a planet is made up of tiles that have been placed (and modified) by an artist, then all the data of where each tile is and it's orientation has to be either downloaded in the game files, or streamed to you as you explore. Proc gen would allow the planetary surface to be created by a process on your computer.
The data for one planet in the artist mode is immense - we're talking about gigabytes of data here, for every planet! If we have 100 systems with, on average 4 planets each we are talking about terabytes of data that have to be either stored on your HD or streamed as required!
Please can someone tell me where I've gone wrong here because I don't believe CIG haven't thought of this and I'm probably just in stoopid mode right now![]()
The local currency on the planet Dupe is small wallet sized printed jpegs of spacing guild vessels.
Marak - it is all hand placed, that's why they demoed the editor because it shows how they can hand place objects in varying ways. PG just uses an algorithm to build A LOT of whatever you want with varying differences and how they differ depends on the seeds/templates, input, and the algorithm involved. You can actually get some wildly varying PG stuff, it just requires a lot of forethought to produce it.
What is going on with SC, though, I can't believe is PG simply because they apparently can only get one asset from something that is designed to churn out at least a dozen (again, depends on desired content output) but up to billions of randomly generated things based on the inputs for the desired outputs.
That's why, how is this procedural generation if they only have 1 planet but clearly they are hand placing almost all of it?
It just smacks of smoke and mirrors and hand waving.
But if it's all hand placed, on entire planets, there is no way that that amount of data can be either stored locally or streamed.
I must be wrong - CIG has some really talented programmers on the team so surely someone has mentioned this to Chris. Stuff can't be randomly generated on a planet as everyone needs to see the same thing in an MMO. If tiles are just proceduraly 'dropped' then landscapes would be awfully repetitive.
I think that I'm missing something here. but I don't know what.
They already stated numerous times that the planets in SC are artist driven and built with the help of procedural techniques.
This means that they don't press a key to procedurally generate a planet. They use procedural generation as a tool to help the artist build a planet in a much quicker way than if he had to manually do the mountains or place every rock and every tree manually.
But if it's all hand placed, on entire planets, there is no way that that amount of data can be either stored locally or streamed.
I must be wrong - CIG has some really talented programmers on the team so surely someone has mentioned this to Chris. Stuff can't be randomly generated on a planet as everyone needs to see the same thing in an MMO. If tiles are just proceduraly 'dropped' then landscapes would be awfully repetitive.
I think that I'm missing something here. but I don't know what.
I seem to remember that the 'planetary generation' was originally intended to "pad out" the blank areas of the planet (as people didn't want to be restricted to "loading screen landing at a specific site"). The active bits of the planet "with stuff on it" are generated by an artist+level designer.
But note it's not "gigabytes" per-planet exactly, as there are 2 parts to the 'tweaking':
- the 'biome'. In ED terms this is akin to the 'plate tectonics'. Basically the designer says "this part of the planet has sand on the surface" and the terrain generation in that area is then tweaked to generate small hills rather than mountains, and switch the terrain textures.
- the hand-crafting. This is basically the same as the engineers bases, or Dixon Dock etc.
However, the total download size of this project is almost certainly bordering on the insane.
That's not entirely true. ED base seeds for planet types are reviewed by artists. David talks about this here:The CitCon demo showed an artist dropping 'tiles' onto an area to create biomes, then adjusting the orientation of a few tiles to make them look different.
Many of the trees looked the same & I posted earlier about how all the 'rock pillars' looked exactly alike, before an artist played with them. In ED there is no artist involvement in any of the planets (except for the placement of bases etc), as soon as you have artist involvement in the appearance of a whole planet then PG is out of the window and you have a massive download. Unless the actual features are PG'd, but the Citcon demo showed the aren't.
This is what I posted earlier. All the pillar assets are the same tile until (if you watch the demo) they are moved by an artist.
The interference by an artist cannot be proceduraly generated and so must be stored as data either on your HD or streamed. Otherwise, the planet will have lots of rocks, trees, tufts of grass etc. that are identical.
This is what I posted earlier. All the pillar assets are the same tile until (if you watch the demo) they are moved by an artist.
The interference by an artist cannot be proceduraly generated and so must be stored as data either on your HD or streamed. Otherwise, the planet will have lots of rocks, trees, tufts of grass etc. that are identical.