Without them my immersion is ruined!Damn you...
Is it too late to get these added?
Without them my immersion is ruined!Damn you...
Is it too late to get these added?
This is the correct answer.adding just an animated water layer at a certain height would be no work for FDev at all. A few floating clouds would be a performance thing, but apart from that easy to do for them. They already do both in their other games.
Both features would also make no sense in Elite with its nod to science and realism without adding weather, wind, atmospheric pressure and corresponding flight model, which are a lot of additional work. Now add to that that this has to work with a wide range of parameters, and be processed procedurally at runtime. I'd expect different weather and flight characteristics on Venus or Io than on Earth.
NMS deals with it by just ignoring any restrictions from science and having no flight model, SC by having very few planets where the parameters can be manually set and that all are more or less like some areas of Earth and having a very arcade-style flight model.
Adding rivers to procedural generation at runtime is even harder.
These clouds are still there, and alpha wasn't 5 years ago.They had clouds in an early alpha test - and that was 5 years ago.
They had clouds in an early alpha test - and that was 5 years ago.
Both features would also make no sense in Elite with its nod to science and realism without adding weather, wind, atmospheric pressure and corresponding flight model, which are a lot of additional work. Now add to that that this has to work with a wide range of parameters, and be processed procedurally at runtime. I'd expect different weather and flight characteristics on Venus or Io than on Earth.
NMS deals with it by just ignoring any restrictions from science and having no flight model, SC by having very few planets where the parameters can be manually set and that all are more or less like some areas of Earth and having a very arcade-style flight model.
Adding rivers to procedural generation at runtime is even harder.
I don't really think there will be another 5 years. I expect Odyssey to be the last update but that is just my opinion.Yep, 5 years ago they already had cloud tech, but they put it on the back burner so we have to wait a couple of years extra.
Right, at this rate we can expect to land on Venus maybe after 5 years lol. They could add some basic oceans to planets with thicker atmospheres. It's not easy, but it makes the worlds more interesting.
I think there's not enough budget to do this for Odyssey so they focused on other features.
I don't really think there will be another 5 years. I expect Odyssey to be the last update but that is just my opinion.
How can it be difficult to develop when NMS and SC have it? Maybe there isn't enough budget for the team to do it. Just hire people from the NMS team.
It's disappointing that we're getting improved, yet barren atmospheric landscapes.
Yes, like anyone else... so where's the problem?Plus if they were to hire NMS devs they would need to familiarise themselves with the cobra engine.
The problem is in the next post from the one you quoted. I speak for myself, but WE don't want THAT.Yes, like anyone else... so where's the problem?
Its even besides the point. Planets with thin atmospheres are targeted first. If they had not done that, they would have had to come up (knowing FD) with a plausible weather system based on the size and mass of the planet, distance to the star, axis inclination, availability of moons, binary (or more) companions and what not. So thin atmosphere planets. Oceans can't exist on planets with thin atmospheres, or it would be a planet with a thick atmosphere, or they would have evaporated.has a person who does 3d rendering it is a whole lot hard to get a water mesh working right. the meshes themselves would be over Quads that means there (1 big square poly that is then spilt many many many times over) and the shaders would of course be layered to make a movement. ask any pro 3d renderer about making the ocean and you get a long list of why they don't fancy doing it.has you then have to animate it. using the x/y/z axis that would make it Time consuming on the engine and your machine.
How can it be difficult to develop...
I really have no idea what you are trying to discuss here. The OP is thoroughly founded on "Duh, how hard can it be?", and now it is not easy?It's not easy, but it makes the worlds more interesting.
Its even besides the point. Planets with thin atmospheres are targeted first. If they had not done that, they would have had to come up (knowing FD) with a plausible weather system based on the size and mass of the planet, distance to the star, axis inclination, availability of moons, binary (or more) companions and what not. So thin atmosphere planets. Oceans can't exist on planets with thin atmospheres, or it would be a planet with a thick atmosphere, or they would have evaporated.
If you think a max viable product should have planets full of oceans, then NMS is that waySo, in other words (knowing FD), minimum viable product.
Exciting. Can't wait.
That's not a problem too because the engines are different so you can't have nms geaphics in EDThe problem is in the next post from the one you quoted. I speak for myself, but WE don't want THAT.
As some people have pointed out Odyssey planets are limited to "tenuous atmospheres" - so oceans and clouds would be impractical. Think Mars.
P.S. No thanks to any of that cartoon NMS nonsense.
That's a very good point. Liquid water is literally a "habitable zone" requirement. Part of that is how stellar radiation is too powerful/too weak to let a planet's atmosphere get just at the right point. By these standards it feels very unlikely the thin atmospheres we're getting could even support liquid water, and along with that, clouds.
I'm sure they will as well.Thats ok im sure they'll cope without your 30 quid.