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Starfield's Procedural Tech Ideas Are built on Daggerfalls Success - Walking the Walk
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204,332 Views • Jun 14, 2023 • Click to toggle off description
Starfield's Procedural Tech Ideas Built on Daggerfalls Success - Walking the Walk

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00:00:00 start and Breakdown
00:00:20 What is Procedural Generation - NMS
00:02 49 Starfields Requirements
00:03:22 Astronomy and Bethesda
00:04:13 10 Planet Average 10 Planet Types
00:04:42 Don't Ignore Stars
00:06:15 Creating the Seed-Code
00:07:48 What We See Versus What is Tracked
00:09 45 When Generation Meets Manpower
00:11:29 Procedural Landscapes
00:13:34 Mixing Home and Off the Shelf Tech
00:14:26 Filling the World
00:16:52 Too many Numbers
00:17:51 Handmade
00:18:16 Your Choi
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Views : 204,332
Genre: Gaming
Date of upload: Jun 14, 2023 ^^


Rating : 4.909 (146/6,258 LTDR)
RYD date created : 2024-05-13T16:57:03.809488Z
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YouTube Comments - 702 Comments

Top Comments of this video!! :3

@lgd6619

11 months ago

This is the first time in a while that I am genuinely excited for a new game, I really hope they can pull this off

482 |

@lastdayer101

11 months ago

I was literally just complaining about this to my friends. Many people don't understand that the genesis of Elder Scrolls is built on procedural generation.

456 |

@ACGreviews

11 months ago

Some thoughts on Starfield and why we got 1000 planets, how that fits into astronomy and just science and the differences between NMS and this. Also a breakdown of some data we got from developers in the past as well as interviews with Bethesda. Also in no way do I think the aliens are procedural. What I assume is some randomization on top of their core constructs to allow for coloring and possibly decals and such But who knows. Sincerely hope you like it www.patreon.com/AngryCentaurGaming

72 |

@shiny460

11 months ago

Thank you for continuing to cover this game in a well informed, non sensationalist way. Too much of games media is dominated by outrage merchants who have no idea how any of this tech works, jumping to conclusions and constantly saying incorrect things

43 |

@westheking12

11 months ago

I love that they are trying something different and new to the industry with this game. That also means new ways in tech to populate things to do in a game. I’m very excited for this and I think it will be a success.

152 |

@Jorendo

11 months ago

I didn't expect much when the first few bits of footage/screens came up. Heck I chose to ignore it mostly for years, not looking into leaks or what ever. Not wanting to get hyped, but hell I'm hyped now. I love space games and to walk around is such a dream. Yet here they even let you build your own ships and explore. I really hope they manage to deliver and that you are truelly free in how you go about it.

20 |

@asmkalrizion7078

11 months ago

I been hearing people complaining about the "1,000 planets" and calling it No Man's sky, but after opening Stellaris and looking at what 50-100-200 star systems looks like, that actually looks super manageable. those amounts of systems assuming each system has 5-10 planets and whether or not they count moons as "planets". Like if you've seen the Fallout 4 or Skyrim maps with all locations unlocked, you've already seen a more populated map than Starfield's starmap

29 |

@apimb1396

11 months ago

This is one of those games you always dreamt about....but never thought it would become fruition....can't wait !

47 |

@TechnoMinarchistBall

11 months ago

1000 planets is also a fairly easy number to manually curate for the final product. Oddballs can just be rejected. It's manageable.

199 |

@Crispman_777

11 months ago

I really hope SF is a big hit and not a dumpster fire

108 |

@Gakusangi

11 months ago

Yeah, the first thing I thought of when they mentioned the procedural generation was Daggerfall. I definitely think it comes down to the words being used. Saying you have a 100 solar systems doesn't sound as grand as saying you have 1000 planets, even if every solar system has 10 planets in it. There's also the factor that not all planets are going to offer much more than good visuals and minerals to mine up for crafting and profit, which also reduces the amount of work that goes into generating them. Also these things aren't just generated all at once, they happen as you actively explore and discover them and then their seed information gets filed away for later. So really it's not that huge of an undertaking as people might think to have a pile of handcrafted stuff, and then machine generation working together to make 1000 planets, it just sounds really massive based on how they're choosing to present it. Big numbers generate big expectations and hype.

33 |

@codyhunt8896

11 months ago

Immersion will be the key for this game ..BTW modders we need rovers asap..well done ACG as usual

42 |

@erikhendrickson59

11 months ago

All the attention to detail has got me so hyped. At 6:13 you can the "star-system map," which appears to show the gravitational strength of each celestial body as it warps spacetime around itself. Also, look at those solar flares! (I'll give it a 99% chance that solar storms will be a BIG problem on some planets!)

59 |

@Cartzy

11 months ago

I was thinking; it could still be the case that certain random encounters occur on specific planets, but they are generated around you so you can stumble upon them. This way players could still have those discussions about that special weapon or ship they found on certain planet, but it may just take longer to discover for other people; essentially, each planet is equivalent to a cave in Skyrim, and most of what you find there can only be found there.

15 |

@P4nzerk93

11 months ago

One week after launch there is going to be a full community looking for the best seed with the tallest mountain to take their abdoring fan to.

4 |

@mariopot789

8 months ago

This is such an awesome video you give a detailed breakdown of what Procedural Generation is as a oncept, do a great job covering what Daggerfall is and how Procedural Generation is a core aspect of it , and then utilize what we know about Starfield to apply that knowledg. It takes real skill to tie all that information together in a cohesive manner.

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@CaptainEffort

11 months ago

"Crack your nuts open like a scrambled egg" What a horrible day to have ears.

2 |

@Italiano_Strawhat

11 months ago

The greatest trick procedural generation ever played was convinving the world that it did not exist. That's the goal BGS. Hope you made that happen.

41 |

@NeoShameMan

11 months ago

As someone who has been studying procedural generation for more than 20 years, it's always funny to see how term change to cope with the expectations. Pcg was cool when computer couldn't store a lot then we got CD and hand made was better, so pcg was rebranded tool, so people feel like a human are doing a thing, then indie, especially minecraft, then it was cool again and trivial tool became pcg again, then pcg was abused by bad designers and now we find an excuse to make a difference between random and procedural... none of these definitions are accurate, that's painful semantic contortions to cope with saving artistic face. All pcg are designed, the true differences are in how well you design the procedure, random is just a tool in the procedure, if not well handled it produce crap, but any aspect of the procedure would do. If anything the main thing people omit when talking pcg is intention, pcg is coding a system of intention into a procedure to realize that intention. Applied to human organizations, it's call standard or style, a coding standard is a set of rules and procedures, a style sheet in art is a set of rules and standard. Pcg basically encode a theory of production, if the theory is crap, then the result is crap, random or not.

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@criticalchai

9 months ago

I wanted to clarify one bit, seeds. Its not a recipe, its just a number, and always a number. If you ever enter a seed on Minecraft or velheim it will be converted to a number it can use. One thing to consider with random numbers on computers. they aren't random. To really simplify it it creates a table of random values and just spits them out one after another. Normally this means it appears random and everyone is happy. But what if you want to be able to get the same random number sequence every time. Well that is where seeds come in. with a seed you are telling it to always start at a particular position on the table. this causes it to always generate the exact same random pattern. in most cases it wont matter that it is a table. it really only matters when someone is trying to get the same random numbers in the same order every time. which is what we want when we do procedural generation. A fun bit of trivia but also becomes a really big headache when I need real random numbers. that's where they start talking to physical devices to read a decay rate or time or some other random value. I've worked on casino games or dice rolls for RPGs and that table makes it predictable and has to be worked around.

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