Thanks for this!
Quote in regards to one of the artists getting planets closer together as opposed to how it is in our universe:
'You want sci-fi book covers? You got sci-fi book covers.'
I'm glad they went this route.
So when you leave a planet, does the game remember the map? Or does it regenerate when you come back?
By the way, I appreciate but am surprised that they are going into the nitty-gritty of the random generation.
I appreciate it immensely from the math perspective, but I can see it totally killing the "magic" for some people. At the end of the day, the game's massive world doesn't exist, other than as a series of functions to be evaluated and a distribution of values. That's beautiful to me, but can be kind of meaningless to some people I think![]()
It's no different to assets, characters, and scripting being lost when a game world "refreshes", or something like Mass Effect where the rest of the universe doesn't actually exist when you land on your little carefully built level. The presentation of the tech is what brings the illusion together. It's hard to get a feel for that when seeing dev cam flythroughs with no visual feedback, no day/night transitions, no AI, no ship gameplay, no interstellar travel, no music, no ambiance, etc. If you think about it hard enough, you can ruin the "magic" in any game.
I hope there is enough variety in there random generation which can create interesting worlds, creatures and materials to be discovered or else things will get boring real fast. Its a big thing to pull off but I really want this to be a great sci-fi exploration game.
By the way I really like this guy. He is so talented and yet humble.
Oh wow. The sine wave example really explained everything.
The entire video he was saying that any input to the function will always have the same output, but the literal explanation of that didn't dawn on me until the sine example. That is why they do not have to store any information about their procedurally generated universe, when two different people see that planet, it will always be the same thing, but it also hasn't been generated until they visit.
Mind blowing stuff.
Gameinformer: "So the entire game is a sine wave?"
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Also, better get those i7s, this is going to be one of those games that requires multithreading.
About 4 min. into the segment, there's apart where creator, Sean Murray is demonstrating how fast flying over terrain on a planet is; he says that terrain is being generated on the fly (mathematical algorithms and what-not). He said it will (the terrain will) be different on each individuals instance of the game.
It makes me wonder - from a multiplayer perspective - is this game going to use seeds, akin to Minecraft - anybody have a clue...it would have to, right?
About 4 min. into the segment, there's apart where creator, Sean Murray is demonstrating how fast flying over terrain on a planet is; he says that terrain is being generated on the fly (mathematical algorithms and what-not). He said it will (the terrain will) be different on each individuals instance of the game.
It makes me wonder - from a multiplayer perspective - is this game going to use seeds, akin to Minecraft - anybody have a clue...it would have to, right?
About 4 min. into the segment, there's apart where creator, Sean Murray is demonstrating how fast flying over terrain on a planet is; he says that terrain is being generated on the fly (mathematical algorithms and what-not). He said it will (the terrain will) be different on each individuals instance of the game.
It makes me wonder - from a multiplayer perspective - is this game going to use seeds, akin to Minecraft - anybody have a clue...it would have to, right?
I understand what you're saying but it takes so much just to understand the maths behind this game and it's fascinating to hear about.Getting a little frustrated only seeing tech demonstrations related to this game. I would love to see a unedited video of Sean Murray just sitting down and actually playing the game.
It's no different to assets, characters, and scripting being lost when a game world "refreshes", or something like Mass Effect where the rest of the universe doesn't actually exist when you land on your little carefully built level. The presentation of the tech is what brings the illusion together. It's hard to get a feel for that when seeing dev cam flythroughs with no visual feedback, no day/night transitions, no AI, no ship gameplay, no interstellar travel, no music, no ambiance, etc. If you think about it hard enough, you can ruin the "magic" in any game.
Best thing I have watched in a long time, I have the feeling that if this wasn't a computer game it would be making a lot more noise in academic circles than it is at the moment. The application of maths alone is fucking impressive. They could also revolutionise 3D asset creation in creative industries if they created a plug-in for the main 3d programs.
What? He was saying things don't pop-in, they fade-in, which is absolutely true and has nothing to do with things being procedural. Many regular games have things fade-in instead of pop-in.I fully love and embrace the concept of the game.
But saying the game does not have pop-in, which it clearly has, and naming it an added aspect of "procedural generated content"?
Fuck that. It sounds like an Ubisoft defense statement.
I fully love and embrace the concept of the game.
But saying the game does not have pop-in, which it clearly has, and naming it an added aspect of "procedural generated content"?
Fuck that. It sounds like an Ubisoft defense statement.
This dude is awesome. I hope he and his team are very successful and head up new and interesting IPs in the future. Devs thinking outside of the box like him are what we need in this industry. We do not need more games where publishers and marketing departments take the reigns.
He framed it like that because pop-in would imply that the data is already there. I think you're being a fair bit too cynical here.I fully love and embrace the concept of the game.
But saying the game does not have pop-in, which it clearly has, and naming it an added aspect of "procedural generated content"?
Fuck that. It sounds like an Ubisoft defense statement.
I fully love and embrace the concept of the game.
But saying the game does not have pop-in, which it clearly has, and naming it an added aspect of "procedural generated content"?
Fuck that. It sounds like an Ubisoft defense statement.
So wait, what happens when you continue to go around one planet? Is everything different when you get back to where you started? Does it remember somehow?
Pretty much why I'm okay with the planets being closer together. It would suck having to travel 5 hours just to reach a moon orbiting the planet you are on. I imagine some planets will be farther apart.
Yes if you want that play a game like Elite or Star Citizen having huge real distance. I like it just to hop in my spaceship and go to the next planet. Like murray said some planets are at a bigger distance so there is some room to play around where to go.
Making games exclusives to some platforms is not very "outside of the box thinking". Also the game itself is mostly rehashing and using already old ideas in clever ways. I'd say this game is more trendy than groundbreaking. Does not make it less interesting though.
He says that the game doesn't have pop-in but rather fade-in which it has, only time when it pops in is when he is travelling at a speed that won't be possible in the game.