Just found this rather nice proceedurally generated world.
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- Griff
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Re: Just found this rather nice proceedurally generated worl
That looks great! Looks like he's managed to swap in the high res planet surface without having lots of nasty popping effects, just needs to add a coriolis station now
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
- JazHaz
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Re: Just found this rather nice proceedurally generated worl
Wow, beautiful!
Guess that won't work on most computers though!
Guess that won't work on most computers though!
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
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Re: Just found this rather nice proceedurally generated worl
Excellent - good find!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Selezen
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Re: Just found this rather nice proceedurally generated worl
Bootiful. So when does he get recruited to Oolite then?
- Killer Wolf
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Re: Just found this rather nice proceedurally generated worl
wouldn't want stuff like that in Oolite, it would emphasise the scale stuff even worse than it is now, for me.
- Cmdr. Maegil
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Re: Just found this rather nice proceedurally generated worl
It could work reasonably well if the ship's scale was connected to the altimeter: as it approached the surface, the ship would become smaller and slower... That would at least give the illusion of a nicely scaled Ooniverse.
EDIT: thinking about it, it could work well even in the present Ooniverse. I hereby propose this change for after the MNSR.
EDIT: thinking about it, it could work well even in the present Ooniverse. I hereby propose this change for after the MNSR.
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
I'm obviously not one of them.
- ClymAngus
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Re: Just found this rather nice proceedurally generated worl
A mathematical solution to the scaling issue.
Due to the nature of the fluidic space found around large bodies in the oolite universe; the space away from gravity wells becomes stretched. This has a interesting effect on the absolute scale of ships travelling through it rendering any conventional principle of "scale" utterly irrelevant. Relative scale, IE ship to ship within the confines of normal space however still applies. Golden bullet or what?
Due to the nature of the fluidic space found around large bodies in the oolite universe; the space away from gravity wells becomes stretched. This has a interesting effect on the absolute scale of ships travelling through it rendering any conventional principle of "scale" utterly irrelevant. Relative scale, IE ship to ship within the confines of normal space however still applies. Golden bullet or what?
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Re: Just found this rather nice proceedurally generated worl
well the "obvious" solution would be that planets are guarded by GalCop shield yadda-yadda, so the only way to get into low orbit to land would be to "hyperspace" in. so on the local charts you could select a planet as normal or an icon meaning the actual planet itself, rather than its WS beacon. then when you come out of WS, you're actually over a sensibly scaled procedural planet. no other aspect of the game needs to be genned up until you jump off-planet back into the normal game scenario.
simple, lol
course if we do manage this stuff, we need the ability to create spaceports and buildings!
simple, lol
course if we do manage this stuff, we need the ability to create spaceports and buildings!
- Cmdr. Maegil
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Re: Just found this rather nice proceedurally generated worl
If I'm not mistaken, we can already do them - the problem is that they'd always be off-scale in relation to the planet, and even visible from space... If the altitude shrunk them, they'd probably disappear into the distance and only be drawn if the player were inside the atmosphere.Killer Wolf wrote:create spaceports and buildings!
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
I'm obviously not one of them.
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Re: Just found this rather nice proceedurally generated worl
Ooo no. 4 Little words.Killer Wolf wrote:wouldn't want stuff like that in Oolite, it would emphasise the scale stuff even worse than it is now, for me.
Willing suspension of disbelief!
I would *love* that!
Cheers,
Drew.
- Selezen
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Re: Just found this rather nice proceedurally generated worl
Even more simple solution: not all ships are atmosphere capable so every pilot has to dock at a station and "rent" a surface-capable vehicle, like an Adder, Shuttle or Transporter. Then when you launch you have the procedurally generated planet (PGP) there in front of you.Killer Wolf wrote:well the "obvious" solution would be that planets are guarded by GalCop shield yadda-yadda, so the only way to get into low orbit to land would be to "hyperspace" in. so on the local charts you could select a planet as normal or an icon meaning the actual planet itself, rather than its WS beacon. then when you come out of WS, you're actually over a sensibly scaled procedural planet. no other aspect of the game needs to be genned up until you jump off-planet back into the normal game scenario.
simple, lol
- Killer Wolf
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Re: Just found this rather nice proceedurally generated worl
might tangle w/ the "can only have one ship at a time" lark though.
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Re: Just found this rather nice proceedurally generated worl
I like this. Even without the technobabble, it would be interesting to see how it feels if the game was able to stretch distances on the fly – whether the player would notice, even.ClymAngus wrote:A mathematical solution to the scaling issue.
Due to the nature of the fluidic space found around large bodies in the oolite universe; the space away from gravity wells becomes stretched. This has a interesting effect on the absolute scale of ships travelling through it rendering any conventional principle of "scale" utterly irrelevant. Relative scale, IE ship to ship within the confines of normal space however still applies. Golden bullet or what?
I've been thinking about scale a bit of late ... generally the universe is too inconveniently large for a first-person pilot game to be set in a realistic-scale solar system. From Earth to Venus it's somewhere between 2 to 15 light-minutes; to Saturn, around 60 light minutes; to Neptune, around 240 light-minutes. With these sorts of distances it makes it very difficult to find a ship speed that isn't either too bewilderingly fast close in, and too tediously slow further out. However, if a star's gravity well had a similar slowing-down effect on a ship's drive – i.e. if in-game the top speed out around Neptune's orbit was far, far higher than the top speed close in (but still slowing the player down as they neared the planet) – then it might be possible to give the feel of a full-scale solar system without the impracticalities.
The important thing is after all not dull realism (or "realism with spaceships", at any rate), but fun. Space is big, but most of it contains nothing of any interest whatsoever: the trick would be to give the impression of awesome scale without rubbing it in ...