Yes. Works like grass.
Yes. Works like grass.
There are no hard dates. Console delays would typically be from failing submission, having to make changes, resubmit and waiting on approval. Almost all console games fail certification the first few times as there are tons of requirements to pass.
Pretty much any large game has its own engine on top of whatever game engine is being used. In the case of 7dtd you have entities, voxels, occlusion, AI, audio, dynamic music, networking, mod support, file/object/data management and many other things that are engine systems on top of Unity and could be used in other games. Blood Moons uses much of that, so it is 7dtd at its core.
7dtd.
1 The flicker is a limitation with settings due to issues with motion vectors in some of our shaders that needs research to fix.
2 Maybe someday. WIP
3 Maybe none. CPU use and main thread limitations is the main issue, not loading speed.
4 Hands use their own camera, which I would like to remove at some point, but then FOV issues.
5 All player anims have or will probably be changing.
6 Don't know
7 No plans
8 No plans
9 Don't know
10 Not likely
11 Unstable for some people
12 Don't know
13 FSR has motion vector issues as TAA does. DLSS has odd bugs making it unreliable and needs research. They don't just drop in and work.
14 No. DLSS looks good when it works.
15 Time
16 Vehicle wheel rotation speed clamping
...
It could still happen someday, but it is not on a roadmap or anything.
It disappeared from RWG because we decided to remove it, so Robert stopped generating it, then later we decided to leave it in, so I added it back to RWG.
1 No. I consider vehicle physics to be close to gold. There are a few issues like excess wobble to the sides on 2 wheelers, but that is a fix. Sounds may get an update, but they are fine to me other than a bug or two with how they play.
2 We already support DX12 and Vulkan. How well it works, mostly depends on Unity. Each year we update to the next Unity LTS and it seems to get better. A22 is on Unity 2022 LTS.
3 Not much from what I have seen but that could change in future Unity versions.
4 Not sure. Have not seen any yet.
5 It is possible, but not A22.
6 Not yet decided.
7 Sure!
Because that is complicated. You have to spawn in a tunnel POI along the road. The distances vary greatly, so length of POI would have to stretch or select from canned sizes and they can't be arbitrarily rotated like roads are. It could tunnel through the chunks, but chunks don't exist at...
Read moreCorrect. Road carving is not tunneling. It is pushing terrain heights down and smoothing around it to make a more reasonably sloped road, so you can drive up it without the vehicle stopping.
Vehicles physics may get minor tweaks, but they should not be getting any major changes. Sounds have not changed. No UI changes in 22.
Less RAM has been the biggest issue, especially on XBox Series S. We have reduced memory usage of many different systems. Art is now getting optimization attention to use less memory.
This time around, the console version is sharing the same project files as PC/Mac/Linux, so it is all the same, except for occasional checks in code for required differences. A good example is file system access. PS5 and XBox each have different systems and rules to read/write files than PC/Mac/Linux.
The gyrocopter has a new model with a passenger seat that I will be replacing the old model with, when I get to it. It will still fly the same, as it is a gryocopter, not helicopter. If we add a helicopter some day, that would fly like a helicopter.
Many, plus many console programmers, but we all have our areas we work in. We lost two successive programmers working on player body/outfits/equipment, leaving Lathan and I to finish it. We have a new graphics programmer doing skin/hair shaders and mesh work and other gfx tech, but that is a different area.
What happened to a quick A22 was what often happens to an alpha. A single large feature ends up taking a long time. The new player models, shaders, hair, animations and outfits was a big undertaking and has caused a lot of bugs. We have had two major programming issues and now the game play programming portions of it are left to Lathan and I to finish. I am currently fixing helmet lights that got screwed up by how equipment objects are built vs events being fired. Player hand/feet IK is broken on vehicles due to using a new Unity IK system, which I need to port our code over to. We have a ways to go.
Burnt forest was never removed. The biome was removed from RWG and adding it back only took a few hours and that includes code cleanup, so there is that benefit too.
Maybe someday, but not for A22.
That would be nice. We talked about it the other day, but I have not looked at it yet. The spawn percents also need testing for accuracy/correctness.
Someone suggested it and it can work with progression. I could do forest in the center with a few changes and that would work for progression too. It could end up as an option.
Because some of us like it and as it was never removed from xml and still in Navezgane it was decided to just keep it and if we keep it, then RWG should use it.
Don't think plains are happening.
I've not heard mention of that.
My goal is good clean random worlds from any seed that meet our long term biome progression goals and generate fast.
Bug fixing and polish is primarily what it needs. A few new features may sneak in.
RWG uses tiles for many things. Biome tiles were 1024 squares. Now 256.
I added the burnt forest back to RWG today. Seems to be generating correctly now after a few bug fixes.