![]() ![]() If you had planets you would be very unlikely to find them and, if you did find one, you would very quickly lose track of it and never see it again as it would be travelling much faster than your pathetic (in relation to a planet) 115m/s max speed.not to mention the complexity of space travel and the gravitational forces that planets impart on objects in space. Planets are unreasonable because the world is only 6.6AU, as stated in the post, that is only slightly larger than the distance between the Sun and Jupiter so the game world isn't even as big as our solar system and most of our solar system is empty space as the planets have cleared everything out of their path. ![]() We still keep quite bright fog, but you are free to alter it through modding. We had changed the background skybox to not contain those “fake” asteroids anymore. We can configure it to generate dense or sparse asteroid fields, or areas with no generated asteroids (this will become useful once level designers start creating scenarios). There’s also an “ asteroid field generator” – which is used to allocate and deallocate asteroids as you travel through space. In other words, distant asteroids use fewer polygons and fewer procedural generation calls. when generating geometry for procedural asteroids at a distance, the game requests only coarse low-detail procedural generation which is faster than high-detail voxels). The new one has many levels of detail and helps with optimizing polygon meshes and voxel data as well (e.g. The old one had only two levels of detail and required voxel data in memory. We also implemented a new voxel LOD system (LOD = level of detail). This new asteroid type should also reduce saving and loading times (because these asteroids are represented by a noise function, instead of an array of voxels). Players won’t see a difference, for them all asteroids appear persistent Unaltered asteroids are removed from the memory, but when a player returns they are re-inserted with the exact same shape. Only if something alters the shape or material on the asteroid then these changes are made permanent. Even after it’s generated and inserted to the game world for physics simulation, the voxels are not kept in memory. This type of asteroid doesn’t occupy memory (except some small data for noise seed, position, etc.). new version – asteroids that are procedurally generated at the moment they are required (player enters an area near the asteroid, random floating object gets in a collision with the asteroid, etc.).old version - that can be used for handcrafted asteroids in future scenarios/missions.There were only a few basic asteroid shapes.įrom now on, there are two types of asteroids: Until now, Space Engineers supported only asteroids that were fully loaded during the loading phase and then kept as voxels and triangles in memory. On top of that, all these asteroids are fully destructible and don’t consume RAM/memory. The “procedural asteroids” feature adds a practically infinite number of asteroids to the game world. As a result Havok doesn’t need to use double-precision math (physics calculations are faster in single-precision mode). In other words, the world in Space Engineers is split into independent clusters, wherein each object has its own coordinates relative to the cluster center.Clustering is totally transparent to users, it runs in the background and you won’t see it. A clustering algorithm guarantees that no dynamic object can be closer than 2km to the cluster border. Depending on dynamic objects density, cluster size can increase its size without limits. We solved it by clustering the game world into independent clusters of objects (minimal cluster size is 20km). The harder one was to change the integration between Space Engineers and Havok (so Havok can keep using 32-bit floating point numbers).We have modified all game objects to support double-precision 64-bit floating point numbers - this was the easy part.This data format has a certain precision, leading to visible imperfections on objects located further than 10km from the origin ![]() Until now, Space Engineers and its physics engine (Havok) were using single-precision 32-bit floating point numbers.How did we increase the precision of numerical computations? If you decide to use your ship to travel from one side of the game world to the opposite, and you will fly on maximum speed (115 m/s), it will take you 552 years (checking calculation: 2 x 6.6 AU / 115 m/s).įor all practical purposes, “super-large worlds” could be considered “infinite worlds”, but the limit is still there and we don’t want to lie to you. ![]()
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