7 Days to Die

7 Days to Die

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Kyubey 2019 年 1 月 6 日 下午 6:14
Why are you all so angry?
Patch is pretty fun.
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正在显示第 136 - 150 条,共 369 条留言
SylenThunder 2019 年 1 月 8 日 上午 8:56 
引用自 Tux
引用自 SylenThunder
The only one of those that might have a fully destructible 3D Voxel environment is Blockscape, and it's just a MineCraft clone.
Empyrion is the only one that even comes close to the same hardware requirements that 7 Days has.

Not really comparing apples to apples there.

ME and SE is a fully destructible voxel enviroment.
The only things that are not are the crafting benches and the like of which also are in 7dtd
Actually, no. They're using mesh mapping, just like Empyrion, Life is Feudal, Ark, and several other games do. The terrain is not made up of individually calculated blocks.
Raithon 2019 年 1 月 8 日 上午 9:06 
Due to the popularity of Minecraft, many people think a voxel game can only consist of blocks (like Minecraft, Cube World and 7 Days to Die). However, this isn't true.

Voxel worlds usually use a three-dimensional data set to represent the terrain. In cases like Minecraft, the data set contains what block there is at certain places. In some other games, however, it tells you how much material there is at that specific point. The latter version usually uses some sort of iso-surface algorithm (like marching cubes or dual contouring) to display the terrain. Many games like Space Engineers (which is a mix of the two), the recent Astroneer or Mediavel Engineers are in this category.

From what I understand, they do that to reduce the memory usage required by terrain. Terrain in those games doesn't have structural integrity calculations either BTW.
Prince Persona 2019 年 1 月 8 日 上午 9:07 
引用自 Ryohei
Really tho, TFP probably could have just made another *official* announcement to clarify again that yes! this stable is a bit rushed bc they wanted us to have something over the holidays. And then reassured us that they would be rebalancing anf fixing things once they gotback from a much needed break. Like a pinned post on here and on their website too. Make it like the first things people see, so us gamers would have more sympathy for any weird balancing or xp splits for now.

edit: They need to appeal to the masses better. It wouldnt take much, but maybe they are not concerned. It would certainly help their rep though.

They posted that on Dec 28th.
Tux 2019 年 1 月 8 日 上午 9:23 
引用自 SylenThunder
引用自 Tux

ME and SE is a fully destructible voxel enviroment.
The only things that are not are the crafting benches and the like of which also are in 7dtd
Actually, no. They're using mesh mapping, just like Empyrion, Life is Feudal, Ark, and several other games do. The terrain is not made up of individually calculated blocks.

interesting.

but who is they in this context? are you speaking about 7tdt being mesh or ME/SE?
SylenThunder 2019 年 1 月 8 日 上午 9:27 
引用自 Tux
引用自 SylenThunder
Actually, no. They're using mesh mapping, just like Empyrion, Life is Feudal, Ark, and several other games do. The terrain is not made up of individually calculated blocks.

interesting.

but who is they in this context? are you speaking about 7tdt being mesh or ME/SE?
ME/SE

Linewalker expanded on it some as well.

Here's a guide from Nvidia on how the terrain is generated using this method.
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html
Tux 2019 年 1 月 8 日 上午 9:28 
引用自 SylenThunder
引用自 Tux

interesting.

but who is they in this context? are you speaking about 7tdt being mesh or ME/SE?
ME/SE

Linewalker expanded on it some as well.

Here's a guide from Nvidia on how the terrain is generated using this method.
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html

cool to know, so I assume 7dtd is not mesh based given its history.
Poppa 2019 年 1 月 8 日 上午 9:28 
引用自 linewalker
Due to the popularity of Minecraft, many people think a voxel game can only consist of blocks (like Minecraft, Cube World and 7 Days to Die). However, this isn't true.

Voxel worlds usually use a three-dimensional data set to represent the terrain. In cases like Minecraft, the data set contains what block there is at certain places. In some other games, however, it tells you how much material there is at that specific point. The latter version usually uses some sort of iso-surface algorithm (like marching cubes or dual contouring) to display the terrain. Many games like Space Engineers (which is a mix of the two), the recent Astroneer or Mediavel Engineers are in this category.

From what I understand, they do that to reduce the memory usage required by terrain. Terrain in those games doesn't have structural integrity calculations either BTW.

I have no idea what thechniques 7DTD uses to generate terrain but a 3D data set would be unnessary. There are ways to create procedural destruction that don't require mapping the entire data set in advance. The Unity Asset store has this basic code available in a tool pack.

Here's a couple bullet notes from one such procedural destruction tool:

. Automatically maps the interior of the fractured mesh. You only need to assign the interior material.

. Visual editor to handle all events allowing to specify particle systems, sounds or any prefabs that need to be instanced when detaching, collisions, bullet impacts or explosions occur.

. Includes our Mesh Combiner utility to enable compound object fracturing as well.
最后由 Poppa 编辑于; 2019 年 1 月 8 日 上午 9:32
Tux 2019 年 1 月 8 日 上午 9:31 
引用自 Poppa
引用自 linewalker
Due to the popularity of Minecraft, many people think a voxel game can only consist of blocks (like Minecraft, Cube World and 7 Days to Die). However, this isn't true.

Voxel worlds usually use a three-dimensional data set to represent the terrain. In cases like Minecraft, the data set contains what block there is at certain places. In some other games, however, it tells you how much material there is at that specific point. The latter version usually uses some sort of iso-surface algorithm (like marching cubes or dual contouring) to display the terrain. Many games like Space Engineers (which is a mix of the two), the recent Astroneer or Mediavel Engineers are in this category.

From what I understand, they do that to reduce the memory usage required by terrain. Terrain in those games doesn't have structural integrity calculations either BTW.

I have no idea what 7DTD uses to generate terrain but a 3D data set would be unnessary. There are ways to create procedural destruction that don't require mapping the entire data set in advance. The Unity Asset store has this basic code available in a tool pack.

Here's a couple bullet notes from one such procedural destruction tool:

. Automatically maps the interior of the fractured mesh. You only need to assign the interior material.

. Visual editor to handle all events allowing to specify particle systems, sounds or any prefabs that need to be instanced when detaching, collisions, bullet impacts or explosions occur.

. Includes our Mesh Combiner utility to enable compound object fracturing as well.

to be clear, given that a world procedural generation happens once per world creation NOT once per use of that world I dont see what the problem is in waiting 8 mins for a new world of which you can re-start a game in that world as many times as you like.

I have restarted now I think 9 times, all in only two worlds
Poppa 2019 年 1 月 8 日 上午 9:41 
引用自 Tux
引用自 Poppa

I have no idea what 7DTD uses to generate terrain but a 3D data set would be unnessary. There are ways to create procedural destruction that don't require mapping the entire data set in advance. The Unity Asset store has this basic code available in a tool pack.

Here's a couple bullet notes from one such procedural destruction tool:

. Automatically maps the interior of the fractured mesh. You only need to assign the interior material.

. Visual editor to handle all events allowing to specify particle systems, sounds or any prefabs that need to be instanced when detaching, collisions, bullet impacts or explosions occur.

. Includes our Mesh Combiner utility to enable compound object fracturing as well.

to be clear, given that a world procedural generation happens once per world creation NOT once per use of that world I dont see what the problem is in waiting 8 mins for a new world of which you can re-start a game in that world as many times as you like.

I have restarted now I think 9 times, all in only two worlds

I think you misunderstand. The surface can still be generated in advance (not proceduraly).
最后由 Poppa 编辑于; 2019 年 1 月 8 日 上午 9:42
Tux 2019 年 1 月 8 日 上午 9:43 
引用自 Poppa
引用自 Tux

to be clear, given that a world procedural generation happens once per world creation NOT once per use of that world I dont see what the problem is in waiting 8 mins for a new world of which you can re-start a game in that world as many times as you like.

I have restarted now I think 9 times, all in only two worlds

I think you misunderstand. The surface can still be generated in advance (not proceduraly).

yeah I am confused.

what is wrong with waiting 8mins for a game world to be created?
Jack Cheddar 2019 年 1 月 8 日 上午 9:48 
引用自 Kyubey
Why are you all so angry?
In my case, it was an accident of birth.
Tux 2019 年 1 月 8 日 上午 9:49 
引用自 Jack Cheddar
引用自 Kyubey
Why are you all so angry?
In my case, it was an accident of birth.

there is likely medication for that now
Poppa 2019 年 1 月 8 日 上午 9:51 
引用自 Tux
引用自 Poppa

I think you misunderstand. The surface can still be generated in advance (not proceduraly).

yeah I am confused.

what is wrong with waiting 8mins for a game world to be created?

Mapping the entire 3D mesh in advace requires a lot of memory to hold all that information - which most likely you only access a small fraction of during game play via mining etc. This also limits the size of your map.
Tux 2019 年 1 月 8 日 上午 9:53 
引用自 Poppa
引用自 Tux

yeah I am confused.

what is wrong with waiting 8mins for a game world to be created?

Mapping the entire 3D mesh in advace requires a lot of memory to hold all that information - which most likely you only access a small fraction of during game play via mining etc. This also limits the size of your map.

that is your answer to my question as to why?

I fail to see the problem.
so what if it needs a lot of memmory in advance for that 8 mins of world generation.

I dont know the details but I very much like this change. I re-start a lot because I just like to and this system is much better than the older one for that.
Red Eagle LXIX 2019 年 1 月 8 日 上午 9:59 
引用自 Mr Tyb's
引用自 Segovax

You could take two outdoor pics instead of one indoor/one outdoor. Honestly the 7 days looks really bad in that pic, your settings set on low or something?

Nope same Setting across all my game...i dont play ona potatoe
引用自 Mr Tyb's
引用自 Tux

personally I think ME looks more 'cartoony' then 7DTD does.
a fantastically beautiful cartoon to be fair but the reason is the color variance isnt as high as 7DTD is

Well your going to be even more surprised when i say..those are "medium settings"
So yeah...
that 7 days screenshot was on Max....Sad

So which is the honest reply? Both same settings of max, or some not. You've contradicted yourself in less than a single page worth of posts. There must be reasons behind such.

Perhaps you should just post your settings as was requested since you're not sure yourself of your own settings.

EDIT: added correct second quote.
最后由 Red Eagle LXIX 编辑于; 2019 年 1 月 8 日 上午 10:04
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发帖日期: 2019 年 1 月 6 日 下午 6:14
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