Not to diminish the great of work of other studios/games but they will not be able to compete with Star Citizen,
Someone send EVERYONE a memo please to stop developing their games.
Star Citizen has won.
Not to diminish the great of work of other studios/games but they will not be able to compete with Star Citizen,
I've been following the game since late 2013 / early 2014, can't remember exactly when. I'm not sure what you mean by "protect your investment", I don't have a lot of money invested in the project if that is what you mean. Am I a truly hard-core fan? Some people might see me that way I guess but as I said I haven't spent a great deal on the project, I don't constantly spam the message boards and I won't jump to defend CIG without weighing both sides of an argument.
I will say that I like what CIG are doing with Star Citizen because 1. it fulfils a lot of what I want from a game 2. it is pushing the boundaries of what we expect from games and those that develop them and 3. it would be bad for game crowd-funding in general if it fails. I think that makes me someone who wants to see the project succeed, not necessarily a hard-core fan.
Damn you Adult Swim. Now I have something else I have to watch. There isn't enough time in the day.![]()
We'll have to wait and see if people are burnt out on space games by the time SQ42 arrives. I would argue that ED, NMS and SC have helped reinvigorate the market for space games and there is plenty of interest in the genre.
I don't believe the conversion to 64bit was all that simple. It took a number of devs (of which many were employed by Crytek and know the engine intimately) months of work to make the conversion.
Yes it will take a while to fill out the Stanton system however Nyx is already completed and the procedural tech will fill out the rest of the planet / moon. Additionally other content will continue to be added in upcoming patches (for example a pirate base will be released in the 2.5 patch). I still haven't played The Witcher 3 and Civilization 6 is coming out in October so I'm in no rush to get my hands on Stanton
I am a very patient person so I don't mind waiting for the Stanton system
It's Duke Nukem Forever all over again.But based on their current tech demo (pre-alpha, alpha or whatever), they have a lot of catching to do.
Took them a while to get to 64 bit is because cryengine3 was not designed with that in mind.
And why cryengine? It's because of the chairman's needs for visual fidelity > gameplay and lag.
Also there is no real art direction, which is the reason, why all assets look just generic or like being ripped off from other games (for example Port Olisar looks like Doom 3).There may be nice assets done, but if gameplay is glitched to hell, there is no game.
Yes, it was tested months ago. Engine camera and avatar glitched out completely on the journey. So while believers celebrated the arrival at the destination POI, it wasn't actually a successful transport.By the way, about the magical 64bit keyword, did anyone try to test it? Like by reaching 2 QD POIs in cruise mode?
By the way, about the magical 64bit keyword, did anyone try to test it? Like by reaching 2 QD POIs in cruise mode? Any way to reach the opposite side of a planet?
Wut? Does it even have a full rendered planet in the first place?
As far as I know for broken moon, the planet in the background is half-rendered sphere. Wait i think much less than half.
I always thought it was a baked sky texture. Is it an actual object, and not generated the same way ED generates its galactic backdrop?
Also for 64 bit precision... If they really shrunk everything so the whole map fits into the 8km total, that means the size of small things like a person is so small, you need many digits after the decimal point to differentiate between an arm and a head. No wonder everything gets warped into nightmare material and you die upon trying to get through a door.
It's Duke Nukem Forever all over again.
Star Citizen looks like a mod for a 2009 game. It's outdated: the engine is outdated, the campaign concept is outdated, the story is outdated and Chris Roberts is outdated.
Even if the technical hurdles get solved, just like with DNF the game will still be outdated content-wise.
Also there is no real art direction, which is the reason, why all assets look just generic or like being ripped off from other games (for example Port Olisar looks like Doom 3).
I don't know how to describe it, but the way you described it as baked sky texture pretty much sum it up. [big grin]
I thought they expand the map instead of shrinking it?
hey...it's after all an adulterated game engine...
They have to shrink everything so actual map size stays the same but everything fits in it, giving the impression of a much larger environment.
Think of it this way:
A 3d model is independent of the 3d realm a game engine virtually creates. It has constant and 'real' measurements in a sense. Therefore if you take a 3d cube, with undefined dimensions and place it in a game engine, it will default the unit length of your model into the default unit length of the engine however it's set for the particular game you are working on. So, let's say I made the model in 1m units, it's a building for example. The modelling software thinks every increment of 1 is a 1 meter distance. If I don't specifically say how it should be scaled, and the default of my game engine is in millimeters, then when imported the building will be 30mm high instead of 30m high.
So, if the maximum distance your engine can govern for a single map is 8km as set by the people creating the engine, they define 8km as what it would look like in real world measurements with real world size models. How do you fit something that looks like not 8 but 8000 km inside that virtual space? You divide all length measurements by 1000 so any 1m length will actually be 1mm as far as the game engine is concerned.
This means, the engine has to differentiate between 0.0003 and 0.0004 for a slightly moving arm instead of 0.3 and 0.4. This is what is meant by 64bit precision. The longer that chain of numbers, the more memory it requires to store them and make calculations on them. The faster and more reliably you can deal with these numbers, the more precise your engine becomes.
I've seen this shrinking theory a few times - is anyone able to verify it (possibly a stupid question - but then I definitely don't understand game development).
Sort of reminds me of this...
They have to shrink everything so actual map size stays the same but everything fits in it, giving the impression of a much larger environment.
Think of it this way:
A 3d model is independent of the 3d realm a game engine virtually creates. It has constant and 'real' measurements in a sense. Therefore if you take a 3d cube, with undefined dimensions and place it in a game engine, it will default the unit length of your model into the default unit length of the engine however it's set for the particular game you are working on. So, let's say I made the model in 1m units, it's a building for example. The modelling software thinks every increment of 1 is a 1 meter distance. If I don't specifically say how it should be scaled, and the default of my game engine is in millimeters, then when imported the building will be 30mm high instead of 30m high.
So, if the maximum distance your engine can govern for a single map is 8km as set by the people creating the engine, they define 8km as what it would look like in real world measurements with real world size models. How do you fit something that looks like not 8 but 8000 km inside that virtual space? You divide all length measurements by 1000 so any 1m length will actually be 1mm as far as the game engine is concerned.
This means, the engine has to differentiate between 0.0003 and 0.0004 for a slightly moving arm instead of 0.3 and 0.4. This is what is meant by 64bit precision. The longer that chain of numbers, the more memory it requires to store them and make calculations on them. The faster and more reliably you can deal with these numbers, the more precise your engine becomes.
"That is a nice space-port you have there. Would be a shame if, say, i grabbed a few mm too far to the right and 'accidentaly' hurled it into the planet...."