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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236874 times)

Glloyd

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #345 on: December 24, 2014, 04:00:52 pm »

As Girlinhat said, it's pretty variant. If a lot of shit is happening, then it can be extremely CPU intensive. I was playing with my roommate over lan, and we made some massive ships in creative mode and battled them. SE ended up tying up almost 6 gigs of RAM and a significant chunk of my decently powerful CPU. Of course, that was pre-optimization and bugfix updates; we did something like that recently and it was a lot less RAM and CPU intensive. It just depends on what you're doing really.

alexandertnt

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #346 on: December 24, 2014, 06:14:11 pm »

The graphic options aren't great. My brother can't run it, and he has... well, graphics is the issue for him, and he has a NVIDIA Geforce 555M.

Odd, I have that same card and it runs fine for me.
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NullForceOmega

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #347 on: December 25, 2014, 03:38:59 pm »

So last update for 2014 is out, looks interesting to say the least, I'm really wondering how infinite proceduraly generated asteroids that eat no RAM work...
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TheDarkStar

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #348 on: December 25, 2014, 03:42:27 pm »

So last update for 2014 is out, looks interesting to say the least, I'm really wondering how infinite proceduraly generated asteroids that eat no RAM work...

They work based on a seed. It's like how Minecraft worlds are gigantic but can be run even on relatively weak computers.
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miauw62

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #349 on: December 25, 2014, 03:45:09 pm »

The same way Minecraft does???
Alright, Minecraft isn't a paragon of efficient memory use, but there's nothing that says all these asteroids have to be loaded at the same time.

E: ninja'd by darkstar.
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Chiefwaffles

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #350 on: December 25, 2014, 03:46:24 pm »

Besides, all random generation in computers works on a seed.
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NullForceOmega

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #351 on: December 25, 2014, 03:55:27 pm »

I'm more wondering what process they are using exactly to generate the voxel map while having, according to them, 'zero' RAM usage.  If it has to generate and store that data map for every asteroid encountered I don't really see (probably because I am not a programmer, and likely never will be) how they can avoid shifting the data storage to RAM.
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miauw62

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #352 on: December 25, 2014, 03:58:42 pm »

I'm more wondering what process they are using exactly to generate the voxel map while having, according to them, 'zero' RAM usage.  If it has to generate and store that data map for every asteroid encountered I don't really see (probably because I am not a programmer, and likely never will be) how they can avoid shifting the data storage to RAM.
Well, theoretically they could store it all in pagefiles :P
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

TheDarkStar

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #353 on: December 25, 2014, 04:16:49 pm »

The idea is that rather than remembering each and every object, objects - as long as they remain unaltered - are removed when far away from the player and later regenerated using that same algorithm. For altered ones, I'm not sure, but it's most likely something like "these edits were done here" and it applies it to the generated area.
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zombat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #354 on: December 25, 2014, 05:27:43 pm »

It'd probably be more accurate to say "no additional RAM usage"
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n9103

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #355 on: December 25, 2014, 10:53:05 pm »

As long as the procedural generation is discrete and reliable, then yea, just regenerate chunks on loading, and then apply a diff file/map to reapply any changes that have been effected.
When chunk is unloaded, either append recorded changes (if recorded) or replace diff file with the results of comparing the current chunk state with a freshly generated one.
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Sensei

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #356 on: December 26, 2014, 03:04:08 am »

Man. Lots of donut asteroids huh?

Anyway, has anyone managed to get exploration ships to spawn? I've flown around and haven't seen any.
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jocan2003

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #357 on: December 26, 2014, 04:00:57 am »

Man. Lots of donut asteroids huh?

Anyway, has anyone managed to get exploration ships to spawn? I've flown around and haven't seen any.
From what i heard they are quite rare, station even rarer and since they dont have antenna running only eyeballing can find them if im not mistaken.
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Girlinhat

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #358 on: December 28, 2014, 01:04:19 am »

So I had an idea for themed battles.  We'd have a starting setup, like a massive industrial station with plenty of interior spaces and wide open corridors, and go to combat on it.  It could be using personal weapons or, preferably, constructing war machines.  The trick is, these machines must be walkers, or must be wheeled, or have other restrictions on use.  Then we'd have fighting over just supremacy, or controlling certain points, or perhaps trying to capture certain locations that can provide a resource bonus used to repair and re-arm.

One idea I had for limits would be... does anyone remember the show Junkyard Wars?  Basically, both sides would get a few ships, and from there they have to disassemble them and rebuild something they can fight with.  Additional ammo would be supplied, as it doesn't occur in many vessels.  So it'd be a challenge to see who could apply materials more effectively to create something powerful.

Vgray

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #359 on: December 28, 2014, 05:37:08 am »

For some reason, seeing this thread now makes me think of Red Faction, which I just got on sale from GOG a few days ago.

Don't ask me why.
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