I saw Derek saying that seamless transitions from space to planet with good visual standards throughout was 'decades away' and then 3 games come along, at about the same time less than half a year later, proving him wrong.
Please cite where I made any such claim.
Ok.
https://imgur.com/Xytke68
You aren't even trying anymore. Here, let's see...
This is what
you claimed that I stated:
I saw Derek saying that seamless transitions from space to planet with good visual standards throughout was 'decades away' and then 3 games come along, at about the same time less than half a year later, proving him wrong.
My
response to that:
Please cite where I made any such claim.
Then you come back with this crap:
Right. First, it's clear that what you cited isn't what I stated. And context matters.
1) That guy's comment had nothing to do with visuals. You embellished it. He said
"Can a player fly off the planet surface and go into space without any transitions or is there some sort of cut scene and consolidated entry point into the planet surface mode of play. I'd be interested to know."
2) My two follow up comments were all related to Line Of Defense because unlike my previous Battlecruiser/Universal Combat games, it is designed differently, uses a different engine, and the
concept of scene/levels so that we can
control the client count, as well as keep the performance up, so that the game is playable with target client numbers and system requirements. You know, all the stuff that experienced developers do from the start, instead of leaving it for later.
3) Then he said:
"dsmart, I haven't seen a game to date that has the feature I'm looking for. I look for this whenever I see this type of game emerging in the market"
4) My third and final response was on point.
"That sort of feature is decades away. Even Star Citizen with $75M in funding, can't pull that off for the same reasons"
Since your comprehension skills are sorely lacking, and you guys on /r/ds just throw stuff out to see what sticks, and lie all the time, the breakdown of the conversion, which is clear to anyone with a brain is:
Without procedural world generation, you can't have an entire game world with seamless space<->planetary transitions, without making compromise either by clever pre-loading or stitching. And BOTH of those solutions, have various compromises which have to be made.
There are currently
NO space/planetary combat games on the market that don't use some level of compromise in order to achieve the aforementioned result if they don't have some form of procedural generation. i.e. no pre-built "scene/levels"
Only No Man's Sky, which is fully procedural, is current gen game that does have it. And it was already known to have it by the time stamps of that discussion in Mar 2015 (you guys sniped that in Dec 2015).
- Elite Dangerous doesn't have it
- Dual Universe doesn't have it
- Battlescape Infinity doesn't have it
- Battlecruiser and Universal Combat titles have it because they have no concept of "scenes/levels", as the world is procedurally generated from raw data files. I use an external camera view in order to show the atmospheric burn up effect when transitioning between space<->planet, as there is no other way to show it. I also take that opportunity to generate the planetary terrain data (from the seed) so that there is no loading hiccup during the transition; and thus no need for a loading screen (like in Line Of Defense).
You can download the
UCCE30 modding tools right now, look in \GBS\SCRIPTS\WORLD.SCR and see the data seed used to generate the
entire BC/UC game universe at runtime. No scenes. No levels.
And there are two videos that show exactly what I'm talking about. They're live actual gameplay, not R&D bullshit.
Not a valid vimeo URL
And in yet another display of
blatant dishonesty, you - like your friends - took a snapshot of one part of a
FOUR PAGE discussion which completely loses the context.
And yes, I've
had this discussion before, complete with technical discussions:
And wait for it...
Yes, you and me (well, your ConfusedMonkey alt) had this same discussion on
11/24/2016 and again on
11/25/2016.
How do I remember? Because you never have any new material. You epitomize the very definition of madness because you keep repeating the same things, expecting a different result, even though you keep being proven time and time to be
CLUELESS and
WRONG. Which isn't surprising, considering the company you keep.
As soon as you guys come to the realization that you simply stand NO chance in hell of
EVER beating me - at anything - the better your lives will be better I think. And just wait, with the impending collapse of this project in full swing, we're all just waiting to see what new narrative you guys come up with after that.
Get a grip.
ps: Then, just in the last page, you go and confirmed precisely what I was claiming. In case you were confused, when an artist/dev uses "authored" and "scene|level" in describing a game world, it means "level editor" and "handcrafted' scenes/levels. And if you're handcrafting it, then it automatically means scene/level "loading" as you can't possibly author a massive contiguous seamless game world in an editor. You just can't. Hence the need for procedural generation and/or level stitching.
It's hilarious to me that a dev working at a developer that has
never shipped a game, somehow thinks I'm not being imaginative. :lol: