Beyond BEYOND - wishlist

Does NMS have knowledge of the terrain in advance?

If not, then… How do things render if there’s no knowledge of what to render?

How is it that when we return to a destination - it continues to look the same?

So it would seem that…

  • NMS does have knowledge of the terrain in advance
  • it just only tangibly renders in so much of it at a time
  • and this applies to all aspects of the game


Continuing from my prior writing…



First, let’s establish this:

In No Man’s Sky…

  • game assets = handcrafted
  • use of assets = procedural

So terrain generation is based on

  • hand-drawn terrain templates

Is this not “knowledge of the terrain in advance”?



Therefore…

Topographical Markings are

  • a separate layer
  • a procedural system
  • a collection of hand-drawn assets
  • a collection of hand-coded rules
  • a layer reacting with other layers
  • programmed to work across terrain templates
  • seeded with logical random placement, based on preset rules

So, clarification…

Topographical Markings

  • are not directly hand-placed - otherwise, how?
  • are instead procedurally placed - sounds right!
  • a layer reacting with other layers
  • based on preset rules…

Example:

  • IF terrain scenario, THEN basin scenario
  • IF cave scenario, THEN basin scenario

Terrain Variable:

  • IF mountain scenario, THEN basin scenario
  • IF canyon scenario, THEN basin scenario

a collection of variables, based on a collection of principles

To what extent are ‘terrain templates’ hand-drawn?

Do we traverse planet-wide replicas, or near replicas, or based on principles?

How do all aspects of our terrain seem to match up? …seamlessly, is if magic,

…would be how a water system would match up, :sweat_drops: including rules on flow.

Just one more thing: Add a setting to turn off/on ‘The Basin’ layer. Thanks!

:pray: Here’s hoping our diligent efforts are enough to inspire Hello Games. :pleading_face:

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