Kind of reminds me of this. Fair play to the lad, boy done good.![]()
linkedin.com/in/mmeaden
Must be a cousin or something,
Kind of reminds me of this. Fair play to the lad, boy done good.![]()
linkedin.com/in/mmeaden
Unless CR shows us something later today that is actually playable, and not just another sandworm demo... oh, he did that, erm, dinosaur demo, with lasers on its head.
I am not a game engine dev, but looks like this happens, when you try to build space game by using engine that was developed for single player FPS games...or they are just totally incompetent..
PC Gamer article up.
Just a video. No mention of the fact that the build they "tested" isn't anything like the one here. I didn't bother to watch the 45 min video, I just really didn't deem it worth my time.
http://www.pcgamer.com/watch-45-minutes-of-the-star-citizen-planetary-landings-update/
Edit: Offtopic - why not try Dual universe if you want a sandboxy space game (here). That's shortly to be released as alpha (how long did that take to develop)
"Most space games (including my past ones) greatly simplify the simulation, usually as an atmospheric flight model without gravity and air resistance – ships have predefined pitch, roll and yaw rates, linear acceleration (that is applied to a simplified point mass) and a capped top speed. When you want to turn, the joystick or mouse input is mapped directly to the specified turn rate irrelevant of the ship’s moment of inertia. Damage is usually handled as a multiplier on the turn rates and linear acceleration. Star Citizen doesn’t do that. We model what would be needed on an actual spaceship, including correct application of thrust at the places where the thrusters are attached to the hull of the ship – in our model moment of inertia, mass changes and counter thrust are VERY necessary. Star Citizen’s physical simulation of spaceflight is based on what would actually happen in space."
Very good question ...
You reckon it will be out by my 75 birthday in five years?
I have to say, from the video I've seen so far of the show that I am not impressed. That, of course, is but my opinion. To be clear, what works is impressive but as some one indicated, it seems rather 'canned'.
Chief
...So it should behave like these ships build in Kerbal Space Program [even the damage model looks much more realistic, I wish a few millions would have been invested into making a KSP multiplayer mode]: https://www.youtube.com/watch?v=8cq2oyKs9bc&t=32s
I would guess that if it is going to collapse it will be far sooner than that. I can see that each disappointing showing of the current state of development is going to cause their revenue stream to dry up. I would be amazed if that took another five years to happen.As sad as it is the chances for Star Citizen to fail completely in the next 5 years is way higher then them managing to release a playable (and good) game![]()
maybe technically in cryengine reality it's correct, just some inherent cryengine fundamentals that made the physics looks wonky from the outside... after all I believe if you copy ED ships to Kerbal or Space Engineers or other space game, it won't feel the same.What is even sadder is that, on multiple occasions, Genuine Roberts has absolutely insisted that the physics - all of it - is completely 100% correct.
For once this is something I can talk knowledgeably about (and we did an ATV thing about it so it's already public)A couple of other data points - my memory is a bit foggy as I haven't "played" since 2013, but Render To Texture was introduced into CryEngine (and hence Lumberyard) in late 2012 (one of the later v3.x's) and Procedural placement of assets such as vegetation based on user input rules was in there when I started looking at Cryengine in early 2012. Neither of those features are "new" apart from maybe their integration into whatever CIG have morphed the engine into now.
You've obviously been away! If you're willing to fish through the V5 thread, there's about a ten page sequence in there arguing over the meaning of the term "64-bit" and whether CIG's lying about having solved the distance-from-origin issue. It's riveting stuff.I also seem to recall a few posts back that someone mentioned the height map in Lumberyard is 4096x4096 - that has always been the case again since Cryengine 3 - the bit missing on there is the scaling value, which brings the normal "Cryengine" map down to either 32x32km or 64x64km iirc (you need to specify how far apart each pixel/data point is) and even then the texture rendering had problems when you moved around half that distance from the map origin. Hopefully CIG have cracked that one, or they are in a world (pun intended) of trouble.
The landscape repeats are due to the new tech, which is based on merging and blending pre-generated pieces from a library across larger-scale features. The tradeoff is that you see repeats if you look for them, but within the pieces you're able to have effects that aren't as viable to simulate at runtime, like water erosion etc.Oh nearly forgot - the repeats on the landscape are probably the standard terrain texturing CryEngine uses, which is a repeated set of textures that are painted onto the surface in the dev environment in layers, which then gets baked into a large texture for the map - hence the problems with large maps as you exhaust the size of that texture quickly.
Maybe ship modifiers /or atmospheric flight effects (or vice versa) haven't been applied yet, as for later date?
This is very very very early alpha build after all?
[blah]
I would guess that if it is going to collapse it will be far sooner than that. I can see that each disappointing showing of the current state of development is going to cause their revenue stream to dry up. I would be amazed if that took another five years to happen.
You forget the whole Coutts & Co. thing. Wonder if that will trigger?