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FP7 - Calling All freelancers!

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FP7 - Calling All freelancers!
Offline FP7
08-12-2020, 01:33 PM,
#11
Member
Posts: 6
Threads: 1
Joined: Jul 2020

For the moment Avalanche, I think I'm going to concentrate on just 1 System with many hand made locations and factions (Stations, bases, planets, nebulae and asteroid fields)
Having multiple systems at this scale would feel like ED ei: Vast amounts of nothing.

Systems will have trade lanes " Travel Gates" as you can't really get anywhere without them. You will also "unlock" travel drives that will allow your ship to travel at tradeline speeds.

(08-11-2020, 07:07 PM)Avalanche Wrote: Do you plan on having multiple systems filled with stuff like multiple planets, multiple bases (controlled by unique factions) suns, fields of gas or asteroids etc?
Will systems have trade lanes like we're used to?
Will there be jump gates and jump holes to travel to different systems?
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Offline FP7
08-12-2020, 01:44 PM, (This post was last modified: 08-12-2020, 01:56 PM by FP7.)
#12
Member
Posts: 6
Threads: 1
Joined: Jul 2020

Hi Alley, your working on one too I see!

I'm not using world composition at the moment, I have experimented with it in the early days but the level was still too big.

My solution so far:
When fast travelling the world origin is updated to player position every #seconds, it needs to be quite often as top speed in a travel gate is a real world 2-300km/s.
It's a slow operation but not much is loaded while fast travelling. unfortunately, this means without someone far more skilled than I am to instance off and sync back up player locations on a network, Multiplayer is out of the question.

Where are you up to Alley? are you dev blogging?

(08-11-2020, 07:41 PM)Alley Wrote: Best of luck with your project !

I have one question regarding this:
(08-10-2020, 12:37 AM)FP7 Wrote: The difference is that the levels are VAST, not to scale but without fast travel methods, you can't get to other locations (unless you had a spare half an hour)
Are you using world composition?
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Offline Alley
08-12-2020, 06:20 PM,
#13
Member
Posts: 4,524
Threads: 406
Joined: Jun 2009

(08-12-2020, 01:44 PM)FP7 Wrote: Hi Alley, your working on one too I see!

I'm not using world composition at the moment, I have experimented with it in the early days but the level was still too big.

My solution so far:
When fast travelling the world origin is updated to player position every #seconds, it needs to be quite often as top speed in a travel gate is a real world 2-300km/s.
It's a slow operation but not much is loaded while fast travelling. unfortunately, this means without someone far more skilled than I am to instance off and sync back up player locations on a network, Multiplayer is out of the question.

Where are you up to Alley? are you dev blogging?

(08-11-2020, 07:41 PM)Alley Wrote: Best of luck with your project !

I have one question regarding this:
(08-10-2020, 12:37 AM)FP7 Wrote: The difference is that the levels are VAST, not to scale but without fast travel methods, you can't get to other locations (unless you had a spare half an hour)
Are you using world composition?

Hey there !

I tried both solutions when I was experimenting to bring things up to scale, it does work in a singleplayer context (World Composition actually has an advantage), but it indeed immediatly remove any possibility to introduce MP as PhysX remains stuck to 32bits serverside. There is no innate solution to this problem, but it may change with UE 5.0 as it seems they're finally rolling out a 64bits physics engine.

As for what I'm up to, not blogging much right now as I dropped my personal project in favor of joining forces with indie developers to create a commercial indie game. It's actually exciting and much more fun to work as a team.

Don't hesitate to ask if you have any question regarding UE4 !
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