2 ms·
(edited) Considering PUBG originated in the ARMA game series, PlayerUnknown seems to be aware the major challenges in not only generating massive maps, but also
by petee 4y ago
(edited) Considering PUBG originated in the ARMA game series, PlayerUnknown seems to be aware the major challenges in not only generating massive maps, but also networking them such that many players can actually interact, seamlessly, and with precision...
Example - if a sniper is hiding behind a single patch of grass, that patch has to be exactly in the same spot for every player or it doesn't work. And needs its state saved when you trample it down, for every patch of grass...on earth.
ARMA and DayZ have been working on engines with similar goals, for nearly two decades and they still max out at under a 100 players. I really hope they can pull it off, but I feel like a year from now they'll realize it was a mistake.
Bohemia Interactive Simulations, the military training sim branch, has VBS4 which can procedurally generate any existing location in the world on the fly, but not seamlessly...and has also been in development for a long time with nation-state level of funding. It is also not designed to be 'fun' (or so I hear, I cannot afford it)
- petee 4y agoTo expand on my example, one of ARMAs big issues is view/render distance; now that cards are much more powerful, players expect to see naked-eye objects miles away, and even farther when using optics. That patch of grass still needs to hide the sniper, while also rendering their surrounding part of the world...and that sniper also needs to see another patch of grass a further 5 miles past that. Oh and you still have to synchronize wind and grass sway, or again, the game doesn't really work. To reiterate though, I wish them alot of luck!