Slikey:世界生成器 V2 将原生支持无限高度世界的生成

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原文链接
https://x.com/slikey/status/2041832418642890912
作者
slikey、nervi_
译者
ETW_Zero
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允许规范转载。转载须注明原文链接、作者、译者、所属平台(HytaleCN)。
Slikey:
是的。世界生成器 V2 原生支持无限高度生成,这是 V1 和 V2 之间的一个主要区别。

重要提示: 引擎能够实现什么,与我们选择为冒险模式做什么,是两件不同的事情。我说话时,一向是从引擎的角度出发。

我们将有能力生成令人难以置信的深邃地下世界,以及像你提到的,包括小行星带在内的太空区域。

所有这些如何与 LOD、NPC 生成、小地图等系统衔接,是一个庞大的话题。我们将分阶段攻克,当前的努力方向是让我们能够使用 WorldGen V2 开始生成 3D 无限世界,即使在这些世界中,小地图、NPC 生成等系统尚未完全就绪。

目前来看,我认为这项工作不会导致性能下降,反而能让我们对稀疏区块数据拥有更强的控制力。

不要指望在接下来的几个更新中就能看到这些。我们将持续朝着这个方向推进数月。我们不会删除你的世界,也不会让它们无法加载。由于我们会修改对区块实体的既有假设,这将对模组产生影响,但我们会提供良好的迁移指南。



@nerwi_:
感谢澄清!有些人把这解读为对游戏性能的负面影响,而实际上恰恰相反——它让你对加载什么、不加载什么有了更强的控制。

显然,当你想要世界无限大,同时又要有 NPC 和许多事情同时发生时,这会变得更加复杂。但我们未来或许能通过世界生成器 v2 实现这一目标,这仍然非常了不起。

很多人告诉我,等世界生成器 v2 实装后他们会回来玩游戏,所以把它做好、不急于求成非常重要。



@slikey:
是的,我的意思是,如果我们只是简单地扩展现有的底层数据结构,让它更高、加进“更多”内容,那种直觉(指性能下降)是对的。

但这是一次根本性的升级,目的是利用稀疏数据结构和部分加载。例如,目前我们评估 NPC 时是评估整个竖列。实际上,即便是现在,也完全没有阻止我们让这些系统表现得更好的因素。

根本区别在于,使用立方体区块后,我们进入了一个完全不同的技术设计范式。我们不再有“列”的概念,因此工程师必须在稀疏数据结构中解决问题,这带来了一种约束,使得引擎能够执行稀疏加载优化,而不是每个子系统各自决定做不做。

区块将成为模拟速度、精度和可用性的主宰者。这将对低端设备产生重大的积极影响。


原文:
Slikey:
Yeah. Worldgen V2 even has native support for infinite height generation. It is a major difference between V1 and V2.

IMPORTANT: What the engine will be capable of and what we chose to use for adventure mode are 2 different things. When I talk I always talk about the engine perspective.

We will have the ability to generate incredible deep undergrounds and like you said also Space with for example asteroids.

How all of this will ladder into LODs, NPCs Spawning, Minimap, etc. etc. is a massive topic and we are going to tackle this in phases with our current push getting us to the point that we can start generating 3D Infinite worlds using WorldGen v2 even if systems like Minimap, NPC Spawning, etc. are not fully functional in these worlds.

As of right now I see no indication that we would lose performance through this work and instead even allow us to have more control over sparse chunk data.

Don't expect this within the next few updates. We will continue working in this direction over months. We will not delete your worlds or make them impossible to load. It will have effects on mods as we will change assumptions about our Chunk entities, but we commit to give good migration guidance.

@nerwi_:
Thanks for the clarification! Some people interpreted this as a negative impact on the game's performance, when it's actually the opposite: it gives you more control over what gets loaded and what doesn't.

Obviously, it becomes more complex when you want the world to be infinite while also having NPCs and many things happening at the same time, but it's still incredible that we might be able to achieve this in the future with World Gen v2.

A lot of people have told me they'll come back to play the game once World Gen v2 is implemented, so it's important to do it properly and not rush it.

@slikey:
Yeah, I mean that intuition would be true if we simply expanded the current underlying data structures to be taller and just add "more".

However this is a fundamental upgrade to utilize sparse data structures and partial loading. For NPCs we currently evaluate the entire column for example. In reality nothing stops us from making those systems perform better even right now.

The fundamental difference is that with cubic chunks we have a whole different technical design paradigm. We do not have the concept of a column anymore so engineers NEED to solve things in sparse data structures which introduces a constraint that allows the engine to do the sparse loading optimizations rather than every subsystem kind of doing it or not.

Chunks will become the masters of the simulation speed, precision and availability. This will have a major positive impact on lower end devices.