Quick Question Thread

Nah, the first book started with a criticism of “unhappy people using green strips of paper.”
“Belgium” is uttered later in the series, where Dent and Beeblebrox are falling. A joke at the same time, I think, was “flying is just falling and missing the ground.”

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Maybe it was the movie adaptation (2005), then. But I remember that in the intro sequence it is said that belgium happens to be a place on Earth and the most offensive word in the galaxy.

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I have no Idea, I only read the first book. But thanks anyway. (oddly I remember the drinking game description.)

So I remember on the old forum (or maybe it was Reddit) a developper said that planets in Thrive will be bigger than those in Spore but smaller than the moon, is this still the plan?

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oof I didn’t see that thread in a while and wanted to get that necro myself for even longer. Oh well.

I don’t how to answer your question, but I would agree with bigger planets in the game than Spore’s. Instead of being smaller than the Moon, it could just be as big as in Space Engineers. In that game, Earth is like really huge! Though, all celestial bodies in that game are of the same size, so Thrive’s should be proportional.
A way to avoid lag in those circumstances would be to use dynamic data, thus putting the computer power to the RAM instead of the CPU/GPU. Like the planet could be loaded only when close enough, and then the outer space isn’t considered into account. Things should be dynamic to play on bigger planets.

We’re going to make the planets as realistically sized as we can. Technical limitations are probably going to force us to compromise something regarding the planet size.

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But would dynamic data (like loading a map/planet only when necessary) make it easier to load?

That is absolutely necessary. It’s simply impossible to have big game worlds without dynamically loading in the content as the player moves around.

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In the society stage, will you be able to play against another sentient species other than yours?

Depends on timescales. For example see this:

Another question: would it be possible to use heightmaps for planets?

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Height maps are very often used for terrain. The only big downside I know of them is that you can’t have caves with them, but they are very often used as most games don’t need caves in their terrain.

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Oh… so how would it work? Would caves be generated after the surface terrain or something?

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I don’t know, I haven’t looked into it. The problem with height maps is that they cannot have holes in them (at least in any implementation I’ve happened to see), so in fact you can’t even add caves afterwards.

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But how does Minecraft actually create the caves then? It doesn’t have heightmaps?

Minecraft has voxel based terrain. It’s really popular method to make terrain that can be modified by the player and it allows any shape including caves, voxels also allow you to use the same technology for all placed stuff (most placeable things in minecraft are the same kind of voxels the terrain is made out of) making it a very powerful technique.

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Then, why wouldn’t Thrive use such a thing?

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you’re right, everyone wants THRIVECRAFT, the best survive&evolve game that will ever exist! amazing idea dude!

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A concept that I heard would be “marching cubes terrain,” which renders like minecraft, but with triangles instead of cubes.
Smaller terain details would be done through textures and small rock models.
This video was reccomended as Thrive’s basis for terrain generation.

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So are Thrive’s terrain gonna use voxels? I indeed seen that it has potential for really interesting terrains and, of course, caves.