Subnautica Terrain Test Released! - Subnautica
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Subnautica Terrain Test Released! - Subnautica
After lots of hard work by Steve and the rest of the Subnautica team, we are proud to release our first ‘playable’ piece of Subnautica content! ‘Playable’ is not quite the right word, as the Subnautica Terrain Test is a tool. It is a tool that allows you to use the technology we are developing for Subnautica to generate your own procedural underwater terrain. Get it on the Steam Store now! We are going to be developing this tool as a test platform for our terrain generation technology. We hope that you will use it to create your own brilliant underwater terrain – No doubt many of you are much better than us at imagining stunning unknown worlds.…
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I'd add "for free" to "Get it on the Steam Store now!" because I first thought you want to sell me something...
I'm going to try it out later!
edit: Flayra and Hugh are shamelessly giving Terrain Test positive reviews in steam
On a side note, what's up with that creature at the end of the video?
Phallic body shape, vagina-like mouth parts.
Stay tuned, I'll update it sometime soon to report more performance info. Then the most helpful thing would be to run it a bunch
Will you be integrating the steam controller?
yes to both eventually, but not anytime soon.
That's nice to hear but not super comforting either. For me "soon" makes me think of fall 2009.
I only tease because of how long it took you to get ns2 into linux beta. Still hoping that it becomes playable someday.
How about this then:
Will you be focusing on openGL from the get go so that you have less trouble porting down the road?
Also have you seen the openGL, SDL, and Linux porting talks from steam dev days?
http://www.steamdevdays.com/
I hope you do port to Linux sooner rather then later and I'd love to help test. As is though I've been unable to get it working in wine.
Spend the $13 and check that guys game out.
All built by one dude from Sweden. Maybe someone to get a hold of to pick his brain a bit. The render distances he's been able to get out of PG terrain is surreal.
It's going up on Steam Early Access and then he'll be hiring people to help him to complete it so if you want to ask him some tips about what he's learned I'd recommend sooner rather then later.
Also bitch at him about Linux for me if you do decide to contact him.
Yep, it's the best way to get this kind of data I think. Thanks for the help!
Wow that is quite the amazing. I'll definitely contact him - that draw distance is out of this world. I've got a few ideas for our (currently terrible) draw distance, but more ideas are always welcome.
As for linux, honestly it's a pretty low priority right now. But since we're using Unity, I hope it'll be easy. We actually have it running in Linux already, but there are some major bugs, so I didn't want to release it. When we will address those bugs, I have to say will probably be after we release the actual game.
Here's another one I just happened upon that's worth a peek.
He's straight up licensing his work too. May be worth considering it since it's so far along.
http://voxelfarm.com/vfweb/index.html
Yeah I've been in contact with Miguel for a bit now. Definitely one of our top choices to consider. Lack of "out of the box" Unity support is a draw back, and I'm still waiting on a demo that's comparable to our use case, but we'll see.
Just gonna put my cards on the table here... it's openGL.