Session Name: | Continuous World Generation in 'No Man's Sky' |
Speaker(s): | Innes McKendrick |
Company Name(s): | Hello Games |
Track / Format: | Programming |
Overview: | 'No Man's Sky' uses procedural generation by necessity, creating vast game worlds which allow a player to transition seamlessly from space down to an interactive and populated terrain. This talk is a study of the technical architecture of 'No Man's Sky', focusing in particular on the techniques used to generate planets and the supporting structures allowing this to happen continuously in real-time. Giving insight into the challenges Hello Games faced in developing a vast game-world as a small team, this lecture will offer a step-by-step breakdown of their generation pipeline, from voxel-based world generation, through polygonization and texturing, to eventual population and simulation. |