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What technical and art challenges do you foresee for an entire gas cloud planet like Crusader? When it comes time to work on Crusader, can the gas cloud tech be applied to it, or are we starting from something wholly new?

TL;DRThe rough plan for a gas cloud planet is to reuse existing tech by layering planetary clouds, gas clouds and textured deeper layers with VFX on top, though using gas clouds in atmosphere has unsolved issues like lighting and sorting.

Ben ParrySenior Graphics Programmer

I think we've had discussions about this. We really don't want to start an entirely new piece of tech just to do Crusader, obviously. I think the basic plan was literally to take everything that we're doing and throw it all at Crusader. These were very rough plans, as far as I remember them, but it was like, if we're doing separate planetary clouds and gas clouds, then we could have a layer of planetary clouds, we could have a layer of gas cloud, and for the deeper areas that you wouldn't get into, we could have a couple of layers of palm textures just moving around to give you the sense of all the extra layers. The gas cloud layer, you could embed the floating platforms and the cities and everything into, I guess. I think there would be a lot of extra things to solve along the way. Using gas clouds in atmosphere would be an issue at the moment. It might be a sorting thing. It's not just the sorting thing, though. People who've done quite nice cloud demos have some sort of solution for light coming from outside. The skybox needs to shine through the clouds to give it that rich lighting, which we don't have to deal with as much in space. But yeah, it's pretty much just layer up everything that we've got, see where the edge cases are or what's still missing, and then put VFX over them.

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Published on this date.16 Nov 2018