No Man’s Sky shows off an infinity of worlds

    
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GOLD

If you sit down and play No Man’s Sky, you’ll never see exactly what you see in this trailer. That’s the big draw of the game, that everything is randomly and procedurally generated so that there’s no predictability in what you’ll encounter. And while it remains to be seen how MMO-ish the final product will be… well, we can dream, can’t we?

Hop on down below to see the latest PlayStation 4 trailer for the game showing off not what you can expect but the sort of things you can expect from a procedurally generated galaxy. There’s a lot there, both beautiful and foreboding.

https://www.youtube.com/watch?v=iKcumrtWzDk

Source: YouTube
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Ness199X
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Ness199X

I’m really excited for this, but I’m getting tired of the AAA ‘hype train’ bullshit their pulling with release date. They can only say ‘release date info soon’ so many times before I start getting bored.

Megus
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Megus

James Westfall Megus GoJammit
NP :) There are more videos in the series that might be worth checking out.

GoJammit
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GoJammit

I think people make too big a deal out of procedural generation. They throw that buzzword out and make it sound like you’re going to hav elimitless fun. So far all i’ve seen is just lots more chance to be bored to tears.

James Westfall
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James Westfall

Megus  GoJammit Four of those planets look remarkably different than the previous videos I’ve seen. One of them looks roughly the same. Hadn’t seen that video yet; I note that it’s only five days old. Thanks for bringing it to my attention. It gives me a lot more hope and eases my previous concern. :)

GoJammit
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GoJammit

James Westfall GoJammit Right. Everything has looked the same since the game was first introduced. Maybe they are not lying, but they have done a lousy job showcasing why this is something to get behind.

Megus
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Megus

James Westfall GoJammit
Do you find these 5 planets too similar?

James Westfall
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James Westfall

GoJammit I am extremely interested but at the same time all of these ‘unique’ planets that we have seen so far seem a lot alike. That’s had me concerned.

notfrancois
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notfrancois

Megus notfrancois gemein0   Improbable “only” seem to provide a framework for large scale, real time, complex systems simulations. That, really, is the part I’m most interested to see the potential, especially when applied to gaming but not only :) 

Complex systems is a hot research field in many universities (few Moocs available), first time I realized their importance was when I read “Emergence” and also  “The web of life” many years ago,
http://www.goodreads.com/book/show/2296.Emergence

http://www.goodreads.com/book/show/314114.The_Web_of_Life

In that context I believe Improbable is going beyond “Procedural Generation” (trying to mimic a reality) but tries to provide framework to actual give birth to complete synthetic complex systems and the bottom-up emergence which will happen in them. 

If they can give this kind of tools to “normal” developers it could be really interesting.

“””Improbable is developing an operating environment that makes building simulated worlds possible. Worlds which can be run in real time, simulating the behaviours and interactions of millions of entities. Spaces with their own rules and properties that a multitude of people can simultaneously change, explore and visualise in as many different ways as developers can imagine.
Simulated worlds provide unique insight to those asking questions of complex systems. As well as enabling completely new experiences in gaming, simulated worlds can solve significant problems in areas as diverse as defence, energy, city efficiency, health, and finance.
From our origins at Cambridge University almost three years ago, we have built a hand picked team from the finest academic institutions and technology companies from across the globe.”””
http://improbable.io/life-at-improbable/

Thanks for the GDC link, i definitely watch it :)

notfrancois
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notfrancois

samruck It will also be on PC, http://store.steampowered.com/app/275850/

Megus
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Megus

notfrancois Megus gemein0 
Having read your link, I am still pretty sure NMS built their own engine from scratch. It seems that they were mentioned as an example of a game using procedural tech in the Improbable article. 
Here is a nice video that talks about art generation in NMS:
http://www.gdcvault.com/play/1021805/Art-Direction-Bootcamp-How-I
NMS artist make art blueprints which are then fed into the procedural system. The result is a multitude of iterations of the original blueprint. This enables them to create a vast game with very few people compared to a game like SC which rely on traditional 3D modeling for art assets (mostly). 

Another reason for the larger team in SC is the complexity of SC compared to NMS. As Chris Roberts mentions in your link, full procedural planet generation is not an option for SC because they aim for a higher level of fidelity.