Any idea when the 'base game' is going to work, before moving on to the other stuff?...May be, and I emphasize may be, it is a wise strategy to have base game working before moving to serv...
Any idea when the 'base game' is going to work, before moving on to the other stuff?...May be, and I emphasize may be, it is a wise strategy to have base game working before moving to serv...
If you like it now, I have bad news for you. It hasn't really changed yet and the flight model will be re-done once 3.4 is released. Or to whatever patch it might get delayed to.
It is this far into the project, and especially with such critical core components that need to be finished before you can actually build anything on top of them.It isn't uncommon to have few branches with something working but in prototype quality and no one cares because everybody focused on something else.
CryEngine's network components is famous for being absolutely horrid in almost every way imaginable, and almost entirely unsuited for anything other than the most simplistic early-FPS style unfiltered, host+client deathmatch gameplay.CryEngine's network concept is pretty powerful (I mean SerializedVariables, quantinization and adaptive update stuff), guys who written it actually work for CIG now, so it's simply not the case they cannot support the game concept they promised on network level.
Even more bad news: the flight model isn't simulating anything. It is just a massively roundabout way to ensure that a semi-sensible, but very simplistic, physics model is being completely counteracted and over-written so as to to behave in the least realistic or simulated way imaginable. Also, voxels — being a relative, continuous geometric representation of space — have no place in a flight model.Well, what I've seen was pretty impressive. I like the way they simulate it, at least voxel-based simulation idea was pretty clever.
Such project would be a hell for any senior management and I could imagine it couldn't pass the FPP editorial gate in Ubisoft, for example. So it's a, well, miracle they still deliver builds and keep going while expanding the context.Any idea when the 'base game' is going to work, before moving on to the other stuff?
Server mesh isn't really critical stuff as I see it now. From client's perspective nothing will change, you could freely choose between two server models and still develop.It is this far into the project, and especially with such critical core components that need to be finished before you can actually build anything on top of them.
I couldn't agree, I've seen few MMO's on top of (heavily modified) this network model. It is pretty universal, just because it's all about relying on network serialization mechanic to do the heavy lifting. As a gameplay programmer I just declare the variable and push something into it. What might be tricky to do is to properly mark those variables (there was pretty large choice of possible options last time I seen this). People tend to make mistakes in those. Probably this is what you mean to be 'absolutely horrid'.CryEngine's network components is famous for being absolutely horrid in almost every way imaginable, and almost entirely unsuited for anything other than the most simplistic early-FPS style unfiltered, host+client deathmatch gameplay.
They use voxels to model the coarse surface of the ship. And I don't mind if you elaborate on 'isn't simulating anything' - last time I've seen this stuff it isn't looked scripted. =)Even more bad news: the flight model isn't simulating anything. It is just a massively roundabout way to ensure that a semi-sensible, but very simplistic, physics model is being completely counteracted and over-written so as to to behave in the least realistic or simulated way imaginable. Also, voxels — being a relative, continuous geometric representation of space — have no place in a flight model.
... tools are pretty advanced, it really looks like they could create a planet in few weeks.
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I believe we could see the difference by comparing old and new moons. Which, btw, might mean they will need to redo old moons some time in future. =)Sadly, people have been saying much the same thing about tools for years. I see no reason to assume that it is any more true now than it was then.
It's critical for the kind of silly promises CIG have made. That's the whole problem: they've said a game will do a number of things, but seven years in and they have yet to demonstrate the slightest hint of being able to do any of it because they've focused so much on irrelevancies that they've forgotten to check if they can actually make the game they've sold.Server mesh isn't really critical stuff as I see it now. From client's perspective nothing will change, you could freely choose between two server models and still develop.
No. You've seen a few MMOs (that alone should be a hint) that have had to completely replace it with something that actually works.I couldn't agree, I've seen few MMO's on top of (heavily modified) this network model.
They use voxels to model the coarse surface of the ship. And I don't mind if you elaborate on 'isn't simulating anything' - last time I've seen this stuff it isn't looked scripted.
I believe we could see the difference by comparing old and new moons. Which, btw, might mean they will need to redo old moons some time in future. =)
I couldn't agree, I've seen few MMO's on top of (heavily modified) this network model. It is pretty universal, just because it's all about relying on network serialization mechanic to do the heavy lifting. As a gameplay programmer I just declare the variable and push something into it. What might be tricky to do is to properly mark those variables (there was pretty large choice of possible options last time I seen this). People tend to make mistakes in those. Probably this is what you mean to be 'absolutely horrid'.
...tools are pretty advanced, it really looks like they could create a planet in few weeks.
It isn't uncommon to have few branches with something working but in prototype quality and no one cares because everybody focused on something else. So visible to us net-code state might be something really old because its "just works". I have few branches with really advanced AI GAN stuff over our production AI implementation but they are not there yet just because they are experimental. It would be a bit of offence if someone will tell me my deep learning architecture is outdated just on what they see in my 'master'.
CryEngine's network concept is pretty powerful (I mean SerializedVariables, quantinization and adaptive update stuff), guys who written it actually work for CIG now, so it's simply not the case they cannot support the game concept they promised on network level. Micro-services based server mesh isn't something really hard to do, what is really hard to do is to support it (means updating the code after you change something drastically in the game). All kind of hard-to-find bugs might be introduced and this is a real pain because debugging networking in game in just pain in .
May be, and I emphasize may be, it is a wise strategy to have base game working before moving to server mesh implementation. Sometimes you need something simple that can be easily iterated over before building a much more complicated stuff. If I was responsible for net-code development I'd just keep two branches with a straight single-server implementation which I could easily host in my zoo of VMs to develop and debug stuff, and separate multi-server implementation which is just an extension and used only for deploy.
I wonder what happened to their procedural generation? All the latest stuff I’ve seen has been about carefully handcrafting areas using noise-generated asset palettes. It’s quite pretty though!
I wonder what happened to their procedural generation? All the latest stuff I’ve seen has been about carefully handcrafting areas using noise-generated asset palettes. It’s quite pretty though!
It isn't uncommon to have few branches with something working but in prototype quality and no one cares because everybody focused on something else. So visible to us net-code state might be something really old because its "just works". I have few branches with really advanced AI GAN stuff over our production AI implementation but they are not there yet just because they are experimental. It would be a bit of offence if someone will tell me my deep learning architecture is outdated just on what they see in my 'master'.
CryEngine's network concept is pretty powerful (I mean SerializedVariables, quantinization and adaptive update stuff), guys who written it actually work for CIG now, so it's simply not the case they cannot support the game concept they promised on network level. Micro-services based server mesh isn't something really hard to do, what is really hard to do is to support it (means updating the code after you change something drastically in the game). All kind of hard-to-find bugs might be introduced and this is a real pain because debugging networking in game in just pain in .
May be, and I emphasize may be, it is a wise strategy to have base game working before moving to server mesh implementation. Sometimes you need something simple that can be easily iterated over before building a much more complicated stuff. If I was responsible for net-code development I'd just keep two branches with a straight single-server implementation which I could easily host in my zoo of VMs to develop and debug stuff, and separate multi-server implementation which is just an extension and used only for deploy.
Procedural generation is done....superior to everything currently on the market and a crowning achievement. With that being a done deal all thats left is putting in handcrafted stuff before release....what...are you living under a rock?![]()
It isn't uncommon to have few branches with something working but in prototype quality and no one cares because everybody focused on something else.
CryEngine's network concept is pretty powerful (I mean SerializedVariables, quantinization and adaptive update stuff)
what is really hard to do is to support it (means updating the code after you change something drastically in the game). All kind of hard-to-find bugs might be introduced and this is a real pain because debugging networking in game in just pain in
May be, and I emphasize may be, it is a wise strategy to have base game working before moving to server mesh implementation.
It's just in the other branch, that's all. You know, the super secret one that is working perfectly and has all the features they've promised.
100 systems with 3 planets per and each planet taking a few weeks (let's call that a month per planet) and it's now 25 years.
Even a planet a fortnight which would be amazing is still 12.5 years and that's just the planets.