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by bee_rider
346 days ago
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Sounds like his original system was for the AI characters to be fed all events that happen in the universe. Then he changed it so that the AI characters were only fed events they reasonably should have gotten. Makes sense and seems like a great idea. Something I wonder—often in a game, the focus follows the player character, and the universe stops when we go away. Maybe a simplified model will run to represent time passing while we are away, in games where that sort of thing matters. This is fine because our NPCs are basically static, if you freeze them, and then wake them up when the PC shows up. They aren’t deep enough for the missing day to day events to matter. But, with more complex NPCs, will the fact that their lives pause while we’re gone shatter the illusion? It seems like his original system (the universe broadcasts to every NPC even while they are not doing anything) could fudge that a bit and retain a feeling of ongoing background life, in some cases. While in the new system they are ready frozen… I dunno. What to do? Maybe run a simplified model and have it generate some appropriate local events for the NPCs while they are frozen (some, fewer than when they were on the receiving end of the whole universe). |
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To have this work on a modest computer, they have multiple fidelity levels, which primarily affects observable stuff. So near the player, all details of flight, collisions, projectiles etc are simulated. Further away certain collision checks are skipped and such.
Really far away, the simulation runs at a much reduced rate, flight simulation is significantly simplified, statistical methods are used for calculating weapon damage and such.
This does have the issue of discrepancies between levels. In the lowest fidelity mode, fleet A might consistently beat fleet B, while at the highest fidelity level it can be the opposite.
That said it's quite fun in the sense that playthroughs are seldom the same, and it allows for the player to make significant impact by simply helping one faction produce more goods that allows them to build more ships etc.
[1]: https://en.wikipedia.org/wiki/X4:_Foundations