The principle is the same though - just the engine has to do a lot more with the input parameters.
In X3 the parameters merely determine the colour and intensity of the star in the sector - the game engine works out how that's applied to the asteroids, spaceships, factories and everything in the sector uniformly.
An ME-type game could define very similar parameters but the engine would have to calculate far greater effects. Each "sun" object (at the most basic level) would have colour and intensity parameters. The planet/environment would have parameters that are affected by the sun - from lighting to weather patterns (based on energy input from the sun's intensity parameter, atmospheric composition and density, planetary rotational speed and the presence of any moons). The various Fauna objects would have a flag for being nocturnal ... and so on.
The actual calculations are far more complex but it still essentially boils down to having a bunch of objects with input parameters and you could completely change worlds by just tweaking those input parameters in each instance - that's pretty much how procedural generation works.
However, if the game attempted full dynamic atmospheric modelling, you'd need a Cray supercomputer to run it.
Nope. It is not comparable. Your view about how things are actually rendered on a planet's surface is flawed. Read my edited post above for an explanation.
Edit: Your view appears to be one of a modder or level designer. In which case your parameters and flags make sense. However, all that has to be rendered. That is calculated and drawn in real-time. Nothing happens automagically.





Retour en haut







