New Celestial Bodies for the next version is possible ?
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Petite_Fraise
- Ensign

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- Joined: Fri Dec 03, 2010 9:26 am
New Celestial Bodies for the next version is possible ?
It would be possible to add in the next version more celestial bodies in the solar system?
around JUPITER :
*Ganymede, rocky planetoid without atmosphere
*Io, volcanic orange red planetoid without atmosphere
*Europe, ice planetoid without atmosphere
*Callisto, rocky planetoid without atmosphere
around SATURN:
*Titan atmosphere with orange planetoid
[Edited on 1-13-2011 by Petite_Fraise]
[Edited on 1-13-2011 by Petite_Fraise]
around JUPITER :
*Ganymede, rocky planetoid without atmosphere
*Io, volcanic orange red planetoid without atmosphere
*Europe, ice planetoid without atmosphere
*Callisto, rocky planetoid without atmosphere
around SATURN:
*Titan atmosphere with orange planetoid
[Edited on 1-13-2011 by Petite_Fraise]
[Edited on 1-13-2011 by Petite_Fraise]
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Zule
- Lieutenant Jr. Grade

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- Location: UK
New Celestial Bodies for the next version is possible ?
I can't speak for vice, but from a programmers point of view even with my limited knowledge of such things I would say the more you add. the higher the poly count and the slower the frame rate, so it might be a compromise between filling space and keeping the game slick.
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MMaggio
- Captain

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- Location: Jupiter, Fl
New Celestial Bodies for the next version is possible ?
You are close. Vice can do anything, but since the game is a DOWNLOAD and not a hardisc, he makes every attempt to keep the loading time within practical limits.
\"To kill hubris with humility is a goal rarely achieved by men\"
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Jeremy
- Lieutenant

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- Location: US
New Celestial Bodies for the next version is possible ?
I want more missiles
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Zule
- Lieutenant Jr. Grade

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New Celestial Bodies for the next version is possible ?
I think the idea of a game like this is not just the combat but the exploration so cutting out systems would cut down on that quite a lot. It's not really an arcade game but an experience in and of its self. So having more pretty things to look at is a laudable goal it's just that there are limitations of course.
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TGS
- Lieutenant

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New Celestial Bodies for the next version is possible ?
As we touched on in another thread I think it would be more practical to add more things to do on the planets and bodies we have rather than adding more bodies just to look at.
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Zule
- Lieutenant Jr. Grade

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New Celestial Bodies for the next version is possible ?
That is true for sure, again though I think that is limited to a couple of factors like download size memory and sheer ability of the programming language used. Frankly what Vice get's DBP to do is amazing!
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TGS
- Lieutenant

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New Celestial Bodies for the next version is possible ?
Well simply adding the bodies using assets that are already in the game wouldn't really increase the size that much but in terms of adding high density "systems" it's sort of difficult with the scaling and size of the bodies themselves. SOL is a pretty dense system and if he decided he wanted to add all the satellites (aka moons) for all the planets it would be rather tedious. For example Jupiter has quite a few moons (http://en.wikipedia.org/wiki/Moons_of_Jupiter). If the planets and moons were to scale... or even half to scale more could be added without it looking silly but because they're not it simply wouldn't look at all realistic having even 5-10 of the more well known satellites.
Honestly I would love to see how the Evochron universe would look if things were properly to scale. I'm tempted to go download the original Arvoch just to find out because apparently that used a more accurate planet scaling.
Honestly I would love to see how the Evochron universe would look if things were properly to scale. I'm tempted to go download the original Arvoch just to find out because apparently that used a more accurate planet scaling.
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Zule
- Lieutenant Jr. Grade

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New Celestial Bodies for the next version is possible ?
Adding the bodies even if they existed already in the game as files would increase the resources needed by sheer poly count, general rule of thumb is higher the poly count the slower the fps.
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Marvin
- Global Moderator

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New Celestial Bodies for the next version is possible ?
The difficulty, as stated above, is with scaling. The Sol system would need to be expanded if natural satellites were to be added ... assuming you don't want one of the moons of Jupiter butting up next to the rings of Saturn.
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TGS
- Lieutenant

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New Celestial Bodies for the next version is possible ?
Zule you realize that the game does not actually render and load every single celestial body for you regardless of your position in the game universe right? That would be extremely inefficient and generally if that were actually the case this game simply would not function because of the seamless universe. It would essentially mean that every single polygon is rendered seen or unseen on your screen and while I may not be 100% up to date on hardware capabilities but I'm pretty sure most computers simply could not handle that sort of load.
Yes IF you were in the region within visible distance of say jupiter and it's satellites you might end up with an excessively high poly count which could reduce your FPS but considering how rarely that may occur it wouldn't be that much of an issue. Granted it depends entirely on how many things you're talking about rendering. As I said before in terms of satellites you simply couldn't have that many in processed distance because it would stall the game to a point of unplayable. But on a whole it has little to do with the actual poly count until you're rendering like 4-5 large celestial object's but Vice has done a very good job at designing Evochron so that it uses resources when it needs to.
Yes IF you were in the region within visible distance of say jupiter and it's satellites you might end up with an excessively high poly count which could reduce your FPS but considering how rarely that may occur it wouldn't be that much of an issue. Granted it depends entirely on how many things you're talking about rendering. As I said before in terms of satellites you simply couldn't have that many in processed distance because it would stall the game to a point of unplayable. But on a whole it has little to do with the actual poly count until you're rendering like 4-5 large celestial object's but Vice has done a very good job at designing Evochron so that it uses resources when it needs to.
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Marvin
- Global Moderator

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New Celestial Bodies for the next version is possible ?
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Zule
- Lieutenant Jr. Grade

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New Celestial Bodies for the next version is possible ?
TGS: Yeah I realise that Vice uses a pretty clever LOD system, I'm not daft
I'm just saying that if one were in a 'busy' system then it would be pretty nasty on the fps to have all those bodies around. hmmm... loads of bodies now it sounds like either a bad porno or a horror game lol.
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Marvin
- Global Moderator

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New Celestial Bodies for the next version is possible ?
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Zule
- Lieutenant Jr. Grade

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New Celestial Bodies for the next version is possible ?
I really have to do some contracts, currently getting my poor a.. handed to me a lot while fighting.

