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报告翻译问题
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.
They posted that on Dec 28th.
interesting.
but who is they in this context? are you speaking about 7tdt being mesh or 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.
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.
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?
there is likely medication for that now
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.
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.