The Star Citizen Thread v5

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I did watch the video. Did you hear how he said it wasn't applied to the whole game, as in it is still limited to just area? Which means certain things will break down, like physics and most likely the reason for separate "physics grids" which is probably why the Dragonfly won't *POOF* in the Alpha 3.0 Gamescom video because it is all hacked together.

Now go read Derek's post, bet you won't. He explains exactly why the positioning only makes it seem like it is one seamless world but it is really a bunch of different sections pieced together and why there are current boundaries.

He says that the entire engine doesn't need to be converted to 64bit, which is obvious. Stuff like the AI doesn't need "64bit precision AI thinking" or anything like that. Switching absolutely everything to 64bit would be a complete and nonsensical waste of memory.
It's such an obvious thing that i can't believe i have to be explaining that to you.
 
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I think you haven't understood it yet. Seems that you haven't watched the link i posted.

Now let me quote the guy:



Oh wait... did he just talk about thousand-km large maps? You know, because according to some, "it's not possible", "that technology is decades away" etc...

SC thread v5: "It can't be done. And if it's done, then it's fake"

I'll quote a friend of mine who works around big data said to me during lunch one day this past summer:

"This whole 64-bit precision thing doesn't make sense to me unless they need it because they are dealing with really small numbers. Large numbers aren't a problem, it's small numbers where you get into floating point calculation errors become a factor. And that would only be a problem if they've scaled down the objects in order to make the "universe" seem to look big."
 
He says that the entire engine doesn't need to be converted to 64bit, which is obvious. Stuff like the AI doesn't need "64bit precision AI thinking" or anything like that. Switching absolutely everything to 64bit would be a complete and nonsensical waste of memory.
It's such an obvious thing that i can't believe i have to be explaining that to you.

Apparently it's not because you still don't get it.
 
Ok i see what you're trying to do here. Well played, but i won't bite anymore.

Or you could go read Derek's site which explains it clearly, you didn't even get what I was saying though so I doubt it'll make sense to you there either. Hint: It has nothing to do with 64bit itself like a 64bit program, it is the double precision floating point which can even run inside a 32bit program.
 
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I'll quote a friend of mine who works around big data said to me during lunch one day this past summer:

"This whole 64-bit precision thing doesn't make sense to me unless they need it because they are dealing with really small numbers. Large numbers aren't a problem, it's small numbers where you get into floating point calculation errors become a factor. And that would only be a problem if they've scaled down the objects in order to make the "universe" seem to look big."

I sait the exact same thing back in 2014. Back then it was claimed that double precision was already in, which i knew was because we are a source licensee at $work.
 
Or you could go read Derek's site which explains it clearly, you didn't even get what I was saying though so I doubt it'll make sense to you there either. Hint: It has nothing to do with 64bit itself like a 64bit program, it is the double precision floating point which can even run inside a 32bit program.

I've already read that. What's written there is all based on the wrong assumption that the level size limit in StarEngine is 8km2, (which is the level size limit of CryEngine3). All that scenario explained there is what would be needed to fake bigger levels on an engine with that (8km2) level size limitation.
As Sean Tracy explained in the video, levels can now be thousands of km big on StarEngine, so there is no need to do that kind of trickery explained on Derek's site.
 
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STAR ENGINEEEEEE.............

eqt3q.jpg
 

dsmart

Banned
Companies in financial trouble go to great lengths to hide it externally and internally, if they don't hide it it scares "investors" and becomes a self worsening problem.

The first sign is usually a locked door in the morning or no wages being paid.

As I've said before, there's a lot of things I simply can't share, as it will just put a lot of people at risk. But from what I know, trust me when I tell you this: it's all going to come out. It's only a matter of time.
 

dsmart

Banned
For instance, as in this instance, not a digital instance. But it is a sectioned off mini-world within a larger grid. So, it is going to provide some unique ISSUES online especially since the back end is still CryTek's networking.

Nope, you clearly did not understand it.

Those two are on ignore/block because there is absolutely nothing they post, that's worth my time responding to. And it's not that they're ignorant, it's that they would rather obfuscated what's stated, then try to weave into a narrative. Even when the facts are painfully clear. It's mind-boggling.

From the minute they "released" the PU, I stated that it was a hack job. I outlined how I figured they were handling their scenes. I mentioned how it simply wasn't possible for them to do a 64-Bit conversion of that engine. I outlined how they were going to "stitch" (ED does it gracefully btw) together the scenes in order to handle the load, create large ranges etc.

Now, less than a year later, little by little, it's all coming from the horses's mouth. The "we've modified CE3.5 by 50%" from Brian a few weeks back, was the first part of this.

The issue is this. They will never - ever - turn this game into an MMO. It's impossible. It's going to remain this instanced mess which is plagued by all the problems we're seeing between the various elements (space, inside ships etc) which refuse to work together due to how they've turned CE3.5 into the FrankenEngine.

And they still haven't even implemented 15% of what was promised. We're going into Year Six after burning $124 million of backer money.
 
StarEngine is such obvious tactical rebranding because like those articles show, being chained to an unsuited/outdated CryTek fork isn't good optics for their supposedly cutting-edge innovations that never seem to arrive.
 
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"CryEngine 3.5 you say? Outdated? Well of course not - our game uses Star Engine 1.0 and it's the most up-to date engine available. It does everything! Vehicles, noodlemonsters, invulnerable emotes, killer lifts, floating eyeballs, coffee machines - you name it we got it! It's so up-to-date in fact, that you'll have to come back next Thursday to pick it up. Buy it now though, please!"
 
I think it's time to end these fairy tales, we're not 5yr olds, it's no frikkin' Star Engine, it's modded Cry engine. Always was, still is, and always will be, no matter what they do to it.
 
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I think it's time to end these fairy tales, we're not 5yr olds, it's no frikkin' Star Engine, it's modded Cry engine. Always was, still is, and always will be, no matter what they do to it.

Half-Life had heavily modified Quake engine. That game succeeded without rebranding it to Awesome FPS engine.

This reeks of desperation.
 
Half-Life had heavily modified Quake engine. That game succeeded without rebranding it to Awesome FPS engine.

This reeks of desperation.

TBH the name of the engine, and whether it's a derivative of another one, is a bit of a red herring.

Is the engine fit-for-purpose, whatever the hell it's called?

Branding schmanding, in other words. Out of the complaints this really isn't an issue.

Note: branding is definitely a tool, just not in the realm that we're worrying about. :)
 
Snaps his fingers and investor cash comes in?

I've never heard something so ridiculous on this forums before (well, I probably did but can't remember).

Someone with that kind of influence doesn't get a kickstarter running and gathers his funds through crowdfunding. He snaps his fingers, gets the money, makes the game and then sells it for a profit, eventually paying back to those investors with interest. Also, no. This has nothing to do with publishers as investors != publishers.

Snap his fingers, my butt!

Look at those snappers! Ain't they beautiful.
 
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