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Engine able to render whole planet with detail to grains in crater


Wrymn

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I did not believe this and and Dont believe it now, I am just downloading demo right now.

Could you image this in Kerbal Space Program??? :D Maaan the detail of whole planets with smooth fps, grass everywhere, craters when you crash you rocket....

I know KSP is in Unity so its not possible but just saying :)

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That's perfectly possible in Unity. The procedural craters on the mun are testament to that (This uses the sameish idea; use random noise to create environments). It would just take aaaages to get it running, so that time is better spend getting Career mode running and crushing bugs. Not to mention procedurally generated terrain is quite heavy on the CPU, which is also used to simulate physics (the main bottleneck right now). With some creative core juggling you could probably get it to run, just not anytime soon.

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Those are all fractals so it's possible. You don't need a very powerful computer to render it at an appreciable rate.

I knew about Outerra, but it was not until this thread I've seen it being used together with Oculus Rift.

I guess this is the channel of one of the developers so check it out.

http://www.youtube.com/user/cameni47/videos

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Using the same seed number with a random number generator will create the same random terrain details, such as numerous scattered small rocks, with ease. Those rocks will always be in the same location every time the computer generates the scene. They don't need to be kept track of in some terrain database. Only the individually placed objects need to have their locations kept track of.

Edited by SRV Ron
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It first I thought, "Meh." Then I watched it. Now, I have unicorns puking rainbows into my brain. Chupacabra is making me a pot of coffee and I have a plate of finger sandwiches given to me by shoe gnomes. Not my thing, but it's the thought that's appreciated.

Here's my suggestion, Squad. Do a kickstarter campaign. Convert the game to this engine. I will give you many tens of dollars. I will tell many tens of my friends who will give you many tens of their dollars. They'll tell many tens of their friends.

I beg.

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It is an impressive engine, especially the terrain LOD. It's bloody fast and very detailed, and looks very pretty. It is not only fractal terrain, it is real life height data combined with fractals for close-up detail. Only when you get up close and personal to the terrain is the detail lacking a bit, in that texels become visible. And the trees are just billboards, even trees close to the camera. But the engine sure looks like it has a lot of potential.

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This engine has been brought up and discussed a number of times. Truth is: KSP isn't going to use a different game engine, it's not a viable option as recoding would take anywhere between 6 months and a year and introduce loads of new bugs.

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I enthusiastically and respectfully disagree regarding your assessment of viability. Additionally, I believe you are underestimating the amount of scratch Squad could garner with a kickstarter campaign to port it to that engine. It may take half to a year to port it with the current staff, but I believe that with the amount of money they would pull in via previously noted Kickstarter, they could hire on the staff they'd need to do it in a reasonable amount of time. And finally, I can assure you with a fair amount of vigor, that given the choice, probably seventeen per twenty players would be more than happy, delighted even, to hold off on updates to the game to make such a port happen.

The unity engine used now is defective. It prevents the game from reaching anywhere close to its potential. You know the problems with it as well as anyone. It's one thing to acknowledge these problems, but it's something else entirely to ignore them, blame the engine developer for its deficiencies, and then do nothing in response. And then another to prevent any discussion on the topic.

Edited by Whackjob
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