Post
Thu Aug 01, 2013 1:17 am
#11
by Yogzototh
Since we are not going to be able to travel in the atmosphere, i'd suggest not to spend too much time on it. Hell, many games just use still shots or pre-rendered scenes, and it works fine.
Also, what happens if you keep flying at the planet instead of pressing shift-D? I guess the docking automatically happens anyway once you get close enough?
And the history generation... is always fascinating! I wanna know more details!
Implementing both infinite universe and history generation sounds kinda... conflicting to me. I mean, how do you handle the relationships between different areas/sectors? Or is each area going to be isolated, with its own independent history, not affected by surroundings?
Otherwise, how would it work with unexplored systems? I mean, simulating the interaction between existing systems is easy; how do you simulate a system that is on the border of player-explored space, which should be interacting with a system that has not even been generated yet?
And for the current-time universe simulation, more questions:
How often are the "ticks" in your simulation model? As you probably know, X3 series uses 30-second tick for all Out-Of-Sector simulation, which works well for economy, but OOS combat is very different from real combat.
What is the planned size of the simulated area, and how does it work when it moves? I mean, the areas that were not simulated, they have to catch up with the simulation when the player gets close, right?
Anyway, i wish you good luck. I dont think anyone has ever done simulation of that kind for an unlimited universe.