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报告翻译问题
the evidence is on the video that was linked to you.
Other examples :
https://www.youtube.com/watch?v=28-f8gzT-BE&ab_channel=ConnerRia
https://www.youtube.com/watch?v=Xw97cow5PkY&ab_channel=Draspian
https://www.youtube.com/watch?v=VZmZZZInb6w&t=17s&ab_channel=Haladoon
https://www.youtube.com/watch?v=bTyKXZq4gjs&ab_channel=ReviBennett
https://www.youtube.com/watch?v=K9Qs00RYvZE&ab_channel=MariusNilsen
Modders can't make planet travel seamless because of terrain loading design. However the terrain generated on planets is connected and that's easy to observe and test out.
it most likely keeps a seed for each planet and only generates the terrain based on the seed AND the coordinates selected when you chose the landing area on the map. Otherwise the game files would just explode.
The spherical planet map is an accurate depiction of what the millions of tiles would look if put together, like a seed map viewer but spherical.
The tiles do not connect, because there are no 'tiles'.
There is biome selction and it plops out a fishbowl.
And all those videos show the same trick. No clip past invisible wall, go to edge of LOD area. Pretend your in a new cell and walk back.
Now if that cell exist, where is it in the game files?
It doesnt because Todd Coward is a serpent liar.
I already answered to this :
It seems that the game struggles to put the home ship in a "non loaded" state/tile.
No idea if that could be circumvented or not.
A shortcut to make the player load the next tile by reaching the border, while also putting the home ship within the next tile, should be perfectly doable, but also not really immersive since the ship would move by itself.
You don't seem familiar with the concept of seed and terrain generation.
Ie every part of a minecraft map is connected, but only a negligible fraction of that map is actually generated and present in the world file.
The map is generated in small portions, usually around where the player character is or choses to go, based on a SEED. A code that will trigger the terrain to generate in a certain way.
In SF, every planet appears to have a pre established seed. If you land on a given area, terrain will generate in a tile (thats when things are added to the save file).
The same area on the same planet will always be the same as long as the planet has the same seed. It is proven that all players in SF have the same seeds for planetary terrain, for every planet : https://www.youtube.com/watch?v=pCjAUcrqYGs&t=21s&ab_channel=Brahmiluff
(the same location can be reached by any player on that planet, by selecting the same area on the spherical map).
Now do that on a planet size scale.
Now do that for 1000 planets.
Where is that data?
As I've said 3 times now, the data is a SEED. A code that contains the "plan" of each tile, but not in a fleshed out state. Like the DNA of each planetary tile.
Without that system present in most if not all games with similar proc gen content, the game files would be so bloated no drive could contain them.
That's the part of the massive data problem that procedural generation solves.
Genuine question, what do you think procedural generation is?
Because the below explains it pretty well.
Procedural generation isn't just randomisation. It's algorithmic with known boundaries and input variables to it.
And before anyone tries to go for a gotcha (probably too late by the time I've written this), the algorithm would take care of adjacency. Again, part of the procedural generation.