According to Hans-Kristian Arntzen, a prominent open-source developer working on Vkd3d, a DirectX 12 to Vulkan translation layer, Starfield is not interacting properly with graphics card drivers.

  • Kogasa
    link
    fedilink
    English
    11 year ago

    I have no game dev experience but I have a math and software background. I’m just curious about what “it gets weird at the poles” means. If I wanted to (abstractly) generate tiny square chunks of a large sphere, I would generate them as (proper) squares and then pass them through an explicit diffeomorphism to the associated region of the sphere, relying on the relative smallness to guarantee that the diffeomorphism doesn’t change things too much. From a game dev perspective, what approach do you take that causes issues at the poles?

    • @BradleyUffner
      link
      English
      31 year ago

      Imagine trying to find the intersections of a line or region as it crosses multiple cells of a non-euclidian “grid” near the poles where an entire axis can flip from one cell to the next.

      • Kogasa
        link
        fedilink
        English
        11 year ago

        Are you suggesting using a stereographic projection? That seems like a bad idea. You wouldn’t want your projection to depend on the coordinate system. Am I missing a reason why you wouldn’t use proper, nonsingular spherical coordinates?

        • @BradleyUffner
          link
          English
          11 year ago

          Games, support libraries, and engines don’t really support spherical coordinate systems. If you don’t want to write everything from scratch, you gotta go Cartesian.

          • Kogasa
            link
            fedilink
            English
            11 year ago

            You can still use local Cartesian coordinates.

            • @BradleyUffner
              link
              English
              11 year ago

              Sure, I guess, but constantly mapping between them gets complicated and adds overhead. Plus, now you are dealing with curves instead of lines when checking for intersections, and that gets far more expensive to compute when you are trying to do thousands if not millions of checks per frame when trying to run at 60 or 120 frames per second.

              I’m not saying it isn’t possible, just that games haven’t traditionally been written that way, so you can’t build on what they have already figured out. That makes it harder to find people who have game dev experience in that kind of math.