NMS HOT POST 2021/06/18

Shortly after Next came out I gave a fellow Traveller coords to a planet for an exotic. I told him to leave a comm ball without realizing I wouldn’t be able to see it (before crossplay). I came across it again last night. Wherever you are fellow Traveller, I hope you found what you were looking for!


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A practical look at "Procedural Generation 2.0" or template based procedural generation fo...

So yesterday u/Viloneo made This post suggesting No Mans Sky ditch the current noise based generation for a more hand crafted template based procedural generation approach. While I appreciate the enthusiasm for addressing the issues with proc gen in the game I don’t think this approach would really work unfortunately. After commenting there that I thought it wasn’t likely to be the fix they imagined it to be and getting a response I went to reply and ended up writing a lot more than I had intended to.

I’m a game developer and while I’ve never done anything quite on the scale of NMS I have implemented a lot of different types of procedural generation (I can provide links if you’d like but I’m not here for self promo I just love this game :3 ) and while templates can work great (here’s a great interactive walkthrough of how Spelunky generates with templates) they have some major downsides such as making grid structures more obvious and massively increasing dev time.

(If I have some time I might see if I can add some diagrams into this post if people are interested)

I’m curious about how this suggestions practicality so I’m going to do some math and see how it might work out in detail.

Part One. Setting up our example area:So you want a chunk full of randomised patterns and you likely want minimal repeats, lets say you’re working in a 32×32 km area and each template defines a 1×1 km chunk of templated terrain using noise to add some degree of variation. That’ll be 1024 chunks to be filled in. Lets be generous and say we can get away with repeating the same structure 8 times across that and hoping the noise will differentiate things enough that they won’t be noticeably the same (this is likely to break down regularly and create very noticeably similar results) we’ll need a total of 1024÷8 or 128 unique chunks to fill in that area.

Part Two. The logistics of designing templates:so lets think reasonably about how long it would take to create these templates. For a 1km² area I’ve spent multiple days in the past to create maps with the unity terrain system. However this only deals in height values without the possibility for caves or overhang that the NMS terrain allows (I believe it uses marching cubes). One positive way in which this isn’t entirely comparable is that creating a template isn’t necessarily filling in every single detail just laying out the rough forms of the landscape. We can assume that the talented team at Hello games could make a tool suited to this workflow(I’m not going to guess how long making the tool would take but if it’s being used on a massive scale you want a pretty robust tool built from scratch) allowing the designer to define the landforms and areas where certain detail objects will be placed (eg. where forest goes). With this tool we can say the developer will take maybe half a day to make one template and another half to test it in engine with all the different biomes it can appear in and make any necessary tweaks (there’s 11 major biomes in the game so I think this is a fair if not generous estimate). So for just this 32km² chunk with templates possibly repeating 8 times within it that makes it 128 days worth of work. This can obviously be split up between a team but it will still cost the same amount in wages.

Part Three. Stitching the seams:Cool so now we have a relatively varied 32km² area of template based generation. But hang on how are we even blending these chunks together. We don’t want the edge of one chunk to just be a massive wall against the edge of the next. One thing we can do is to apply them to a larger height map and make sure all their edges are flat and line up this means the edges inherit the height from the heightmap but would need to be relatively featureless. Now the edges have less detail which is a problem because if you play enough you’ll likely start noticing the chunk grid, so maybe we should try to define a set of rules about which chunks can go together? We could use something cool and cutting edge like Wave Function Collapse (it’s really cool you should definitely read up on it here’s a neat open source implementation) well okay now we have a consistent level of detail across everything. But hang on I’m playing our new template based NMS with chunks that match up nicely but what’s that?! I’ve seen roughly that sort of mountain beside roughly that sort of lake 5 times while exploring this one planet? Hmm turns out there’s a sacrifice you have to make if you’re going to take an approach where certain chunks can go beside each other and others cant. each chunk now has a limited amount of other chunks it can actually appear beside and the reoccurrence of these patterns of chunks beside each other will become much more noticeable than if any chunk can go beside any other.In the end I don’t quite know what the best solution for this would be but remember every piece of hand designed content can take a lot more time to develop than you might expect so it’s unlikely merging the edges by hand is the right way to go.

Part Four. 32km² would be a very small planet:Lets assume we get over our chunk boundary issues and we have a lovely 32km² area of procedural generation with only minimal repeats and some variation applied to the repeats. now we need to fill 18 quintillion plus planets with this stuff. I did some searching and found this post about estimating the sizes of planets in NMS. For the planet they use in the example they get a total area of 478,000,000,000m² or 478,000,000km². That’s a lot bigger than 32 if we take our current set of 128 chunks we’ll have roughly 3,734,375 repeated occurrences of each chunk. Even if we can scale up and produce 512 unique chunks that’s still about 933,593.75 repeats on this single planet. In practice I suspect even a really good implementation of a template system for No Mans Sky would lead to a very similar level of infinite variations on the same thing as the current system does.

Some unfortunate side effects could also be:

  1. It would likely eliminate the current possibility that the noise and other structures used to generate the existing planets have of creating super rare combinations of features that are nearly unpredictable.
  2. Larger form features such as the curved trenches that form on some planets would be very hard to keep around.
  3. More than likely this would have big performance overheads.

In conclusion while I also want improved variation to the generation I can’t say I think templates are the right approach and I’m going to wait and be patient and try to make the most out of the current generation while it lasts. If it is ever replaced I’m sure there’ll even be people going back to previous versions of the game to revisit it just like people do with pathfinder nowadays.

If you made it this far I hope you enjoyed what I was saying and maybe learned a thing or two. I’d love to write a bit more about topics like this so I’ll keep an eye on discussions of the proc gen going forward.

TLDR:Planets big, templates small. You need a lot of templates to fill a planet with minimal repeats and matching up the edges of templates in a natural way is a major task.

edit: fixed some weird wording.

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How Updates Work In No Man's Sky - A Guide for Noobs

It’s update time, so I thought I’d post my “guide for noobs” on how this all works here on the subreddit.

There’s nowhere really to watch, necessarily, other than this subreddit and Sean’s Twitter (Twitter.com/NoMansSky).

It’s actually a bit obnoxious, to be honest. Here’s how it usually plays out:

Sean Murray will tweet a really vague, innocuous emoji or something. The tweet will be screenshotted and posted here a dozen or so times, usually with little to not accompanying context.

For the next ~3-4 days (depending on Sean’s mercy), this subreddit will be literally nothing but an endless stream of screenshots of his post, other posts guessing (usually all guessing the same 3-4 things), memeing his post, with the occasional actually interesting conversational thread thrown in here and there for flavor.

Then the update will actually drop – Sean will tweet it, there will be coverage of it on all the big gaming/tech sites, on all the No Man’s Sky social channels, etc. You won’t be able to miss it.

Then the next ~1-2 days will be people coming onto the subreddit to ask if the update dropped, when it’s going to drop, why hasn’t it dropped yet, is this game worth jumping into, etc.

It’s usually ~a week or two after a major update before this subreddit is tolerable again.

The mods do an admirable job trying to corral the crazy, but it’s just an impossible task.

TL;DR – keep an eye on Sean Murray’s Twitter account [it’s (at)NoMansSky]. If/when he tweets something cryptic, unsub from this subreddit but keep an eye on his account or your favorite tech/gaming site. ~2 weeks after the update hits, it’s safe to rejoin the subreddit.

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My hopes for the next non sentinel content

My hopes for the next non sentinel content

So one of the most neglected thing in the game lorewise as well as content wise in general are the Biological Horrors. For something that seems to spread to every planet as well as escape into freighters effectively killing all life aboard, we don’t have all that much new content for them.

My hopes (unbelievable wishful thinking) is that HG takes the time to expand on the biohorrors the same way they did sentinels. Imagine a world taken over by the Bio horrors! Buildings and such with eggs scattered around and slime fleshy webbing on everything.

This can also be added to caves much like the xenomorph cave in Aliens. Caves don’t have a ton of use other than cobalt farming atm, so adding Bio Horror eggs at least gives more reason to go spelunking!

Another idea would be fauna on Bio Horror consumed planets. Maybe add some new proc-gen into fauna build pools that have Bio Horror growths onto them! This seems like a good way to spice up fauna collecting and hunting.

The final thing could be the Bio horrors themselves. It would be really cool to give these mobs some new enemy types. Obviously we would need a Bio Horror Queen! Maybe a larger Mantis as the second strongest then some smol Swarming exploding types.

(I’m also begging HG to give us a new customization set that is being slowly growing Bio Horror webbing and flesh onto it. A fleshy cape would be sweet too!)

Let me know what you guys think!

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Community

NMS Megathread for Q&A, Item Requests/Giveaways and Friend Requests, etc. Whatever you need, thi...

Hey Everyone,

This is a Megathread for all the people of the sub. If you have questions, Ask away. If you need anything just ask. This is uniform thread where you can ask for pretty much anything (from Questions to Nip Nip) that will be live 24/7 all year around and refreshed every couple of days.

This Megathread is closely monitored by me so if you have a question that no one has answered, don’t worry I will personally get back to you in a reasonable time. I will always be keeping a close eye so no naughty business please.

To make things little bit easier if you could help us make distinction between type of posts that would be great, Which brings us too ….

Rules:

– *Do not put bug reports in this thread.* There is a Bug-Thread pinned to the top of the sub that should be used for them.

– If you are asking a questions please post your question like so : [Question] …. Your Post ….

– If you are requesting something an item, money, etc. please post like so : [Request] …. Your post ….

– If you are offering an item of doing a giveaways (in game items only), user: [Giveaway] …. Your post ….

– Please do not post your friend code in your post. PM/DM them to the person who is helping you. It will prevent people trolling and griefing your saves.

Helpful Links:

– If you need a specific ship, Multitool, Freighter, Frigates or anything a specific color or kind please check out our friends at r/NMSGlyphExchange. They also have a variety of different guides from Freighters to Multitool so if you need help with acquiring something, head right on over there.

– If you are looking for a ride to Anywhere in NMS, Please reach out to our friends at Pangalactic Starcabs, Pangalactic Starcabs is a Volunteer Service, Cabbie Availability may vary!

– If you are Looking for all 16 glyphs on one planet, You can find them in this Guide

And as always, please be civil, be kind and be helpful.

Please Follow all the Sub and Post rules and Thank you all so much!

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Lost Worlds

Lost Worlds

My main game is discovery and documentation. I even have a record of my discoveries since the game doesn’t do it for me. After 6000+ hrs and returning to your homeworld only to find your discoveries disappear, as if you’ve never been there, is very disheartening. What’s the point of discovery when everything is fire and forget.. I know the universe is vast and emphemeral but nostalgia is much more powerful and important for explorers. I’ll drop this game for while to think about things.

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