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报告翻译问题
A seemless environment by definition of the gaming industry was first introduced when games did away with buffer load screens this is what they refered to as seemless because a player no longer had to wait in order to keep playing in order to do this they used a technique called progressive loading of textures. Later renamed LOD. This is the gaming industries definition of seemless gameplay.
In Minecraft if you go high enough you can see 'chunks' being generated on the fly in the background - or if you fly around you can see them being generated as you pass over. When you go back over that part of the terrain - the chunk is still the same - because it's based on an algorithm that always, ALWAYS solves the same way from the same seed number.
In NMS - you fly around and the terrain, the creatues and ships and AI - the schedules that the AI adheres to, everything is based off two variables.
1. the seed for the universe.
2. Your position in the universe.
With those two variables, everything around the player can be generated in realtime, and thrown out as soon as the player leaves the area. small changes are not persistent, really significant changes are persistent and added secondarily to the generated terrain.
Literally think of it like network culling but for the entire universe.
As an independent developer that has used UE4, I can tell you that seamless loading can be done with Unreal as well. You can load new parts of a level before they are visible and unload parts of a level when they are no longer visible. This can make a level seem seemless when it's actually two levels.
Things similar to this were being done in old games as well. For a hobby, I reverse engineer Sonic the Hedgehog games (I even have a mod uploaded on Steam for Sonic 2). Sonic 3 transitions from the first act to the second act without any noticeable change. They are very much two separate levels, but they are unloading previous parts of the first level and loading the second level off screen.
I'm not getting into an argument as to whether it's seemless or not. All I'm saying is that it's very much possible to do a seemless transition.
Then why doesn't this game have a seamless transiotion? because you will all see the transition blatantly every single time you go transition from space to land. The unloading of Plantet A.Outerspace -> PlanetA.Surface
This is what I mean by questioning inconsequential things. You are nitpicking, trying to actively discredit Sean and HG.
I'm not trying to defend them, they're a company they can do that themselves, just pointing out how stupid these posts are.
Im not talking about load times. the load times are virtually non-existent, I'm talking about the VISUAL transition between going from space to landing on a planet. I dont know how many times i have to say this before peoiple just understand it and finally SEE it in all the vidoes and accept it that it actyually is a thing.
of course im not giving someone credit for saying something is seamless, when it's clearly NOT.
Until you play the game you wont know OP, you don't know how it's been programed and we all know it's possible to make the whole universe one single "level" as levels are mostly restricted by the ability to load them into usage, NMS they claim at least, doesn't have that restriction as it generates the "level" around you in a bubble similarly to a floating lobby for MP. Therefore the "level", while changing, is always going to be roughtly the same size and the bits behind you are discared for the bits in front of you.
Yes there are loading times, every game has loading times, but space and planetary landings are not ment to be seperate instances.
What I don't understand is why you chose to target that aspect when you could have said "loading times" were hidden in the hyperspace jumps which actually do have a "loading screen" of a type.
Well because that was COMPLETELY obvious. I targetted the thing people were overlooking and praising the developers on a lie.
1Smooth and continuous, with no apparent gaps or spaces between one part and the next:
the seamless integration of footage from different sources
That is the definition of seamless from the Oxford English Dictionary.
Notice the wording "no apparent gaps or spaces."
You admit yourself that the transition is not apparent to the human eye, therefore the transition is seamless.
Now if you go onto talk about gaps in code, look at the example given, "the seamless integration of footage from different sources." There are still gaps in the coding of the footage it is just not apparent.
I said probably wont be apparent to the untrained eye, but if you watch it enough, you will train your eye. and by 5 hours into the game (if fflying in and out of space) you will notice it. every time. clear as day. you will notice the apparent transition.
The fact that this is the planet loading does not matter, there is no break in your gameplay, thus when you play the game it is seamless.
There is a massive difference between the transition from space to planet and the game stopping to put up a loading screen.
He is taking things to the extreme to prove some point, I really think he has an axe to grind against Sena/Hello as I am sure the OP has done this against no other game that claims no loading and seamless in thier spiel.