Game Discussions Star Citizen Discussion Thread v12

Im sure this has already been quoted/posted.

But 🤬🤬🤬🤬🤬🤬🤬

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murder time (in game of course)

Yeah, you're a page or so late on that one ;)

Imagine publicly admitting that you fight against criticsm every day though. Imagine basically admititng to being a white knight, in short, admitting you're willing to overlook any flaws and support the devs no matter what they do.

Its quite amazing.
 
the atmospheric room system. The thing that all the players are very concerned about. As soon as the atmospheric room system is implemented, everyone will be overjoyed.
Thing is .. whisper it quietly it could be good. One thing that's been coming up in ED-land recently is "what would we do with ship-legs even if we had them?" - and if there were airlocks that drop on a pressure drop and slow leaks etc it could be good, and add a reason for legs / repairs etc.

But ... as you say - SC doesn't need that now. It needs all that other stuff fixed. Rather than air pressure / seaweed / body dragging / plushies / hotdogs / etc etc
 
How do I know? Because I've been mates with Forza Horizon series' Associate Lead Environment Artist for the past 36 years - his team literally created the entire map's geology and its assets, working in conjunction with the engine team to ensure asset loading would be seamless on Xbox One with its HDD and ~5GB useable RAM.

If could be stated that he knows a bit about game development too.
Tire marks on muddy tracks look great thanks to an enhanced implementation of deformable terrain and parallax occlusion along with some of the most impressive world asset streaming tech we have seen in an open world game. No doubt, there is some texture pop-in across all three platforms but the streaming tech is fairly seamless and when you put it within the dynamics of four different seasons, the tech behind the same feels even more impressive.​
I hope it's winter in FH4 right now, the snow might help with that burn.
 
He took 8000 characters to basically say, its done, but it can't really be used yet, because in order to use it, we have to refactor all the ships again.

I think that most sane devs wouldn't even considering implementing this, as it adds little value to gameplay and they would simply abstract it away. Like ED does, cockpit blown. No measuring airflow and calculating if any air left. Cockpit blown, air gone, you've got X amount of time to get to a station. Easy, simple, and light on the code and, importantly, not requiring much in the way of CPU or server power.

It sounds just like another thing that's going to eat up CPU cycles for no good reason.
He probably saw a video about Space Engineers or Empyrion: Galactic Survival, and felt he needed something similar to what they’re doing. Of course, they’re allowing players to build their own ships and bases, but Star Citizen goes step further, and tracks inert gases... :rolleyes:
 
By preventing these kind of edge cases? Else, because you could phase out inside a planet does CIG has to plan to model planets innards to the molecular granularity? Why make it simple when you can complicate yourself and inflate your technical debt?

Hence how do they plan to optimize the network load of edge cases like for example 5 2-seats ships, 2 20-crew ships with all players in the cockpit jumping, firing and staring at each others while 100t+ of physicallised cargo boxes are falling to the ground, and X times more NPCs around doing their sentient life over Loreville?
FUD for thought.
 
Small investments in time even once a quarter by you and the other key leaders that the older community loves and misses like Brian Chambers, Erin Roberts, and some others would pay tremendous dividends in goodwill, better press, and increased funding.

Here, have some money, now please acknowledge my existence. Have CIG invented game development simping? Only explanation can think of for their continued funding increases over time, including another record year. Didn't even need to sell unclothed pictures of themselves (please don't).
 
He took 8000 characters to basically say, its done, but it can't really be used yet, because in order to use it, we have to refactor all the ships again.

I think that most sane devs wouldn't even considering implementing this, as it adds little value to gameplay and they would simply abstract it away. Like ED does, cockpit blown. No measuring airflow and calculating if any air left. Cockpit blown, air gone, you've got X amount of time to get to a station. Easy, simple, and light on the code and, importantly, not requiring much in the way of CPU or server power.

It sounds just like another thing that's going to eat up CPU cycles for no good reason.

These days I work with cloud stuff, not that long ago I had an interview with a rising small games company that's building some Azure based stuff for online games. They had a test in which I had to write a small web API to control a 'virtual pet', so there were methods to feed it and get a response regarding its status. My solution involved storing the current server time when the 'feed' function was used as "time last fed", that way when the player called the 'status' function it would simply find out when the pet was last fed at which point it would update it to record if it had died etc, so there are no 'loops' or 'cycles' involved and everything is just one line of code to extrapolate the state of the pet and one line of code to store the 'last fed' time/date. The pet isn't dead until the player asks if it so.

I don't know if Roberts is just sugar coating what, behind the scenes is very normal programming behind the scenes or if he's involved. If games development was anything like he said it was, he wouldn't pass the above interview test to be a programmer. He'd write a massive monolythic CPU internsive real time game loop that stored and calculated a multitude of 'real world' cool factors like digestion ratios, stomach acid and defication rate all for which the player gets no possible gain other than being told that the pet died because they hadn't fed it lately.
 
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Perhaps watching hours upon hours of Star Citizen twitch streams so you can find a clip of a bug to post will lift your spirits?
Anyone can browse the Twitch clips without watching the streams. Have you learned to internet, yet?
Yes, CaptianBerks is playing Dual Universe instead of SC because he wants a more bug free experience. :ROFLMAO:
So now it's OK to post here that a game is buggy? You haven't even provided a clip.
 
These days I work with cloud stuff, not that long ago I had an interview with a rising small games company that's building some Azure based stuff for online games. They had a test in which I had to write a small web API to control a 'virtual pet', so there were methods to feed it and get a response regarding its status. My solution involved storing the current server time when the 'feed' function was used as "time last fed", that way when the player called the 'status' function it would simply find out when the pet was last fed at which point it would update it to record if it had died etc, so there are no 'loops' or 'cycles' involved and everything is just one line of code to extrapolate the state of the pet and one line of code to store the 'last fed' time/date. The pet isn't dead until the player asks if it so.

I don't know if Roberts is just sugar coating what, behind the scenes is very normal programming behind the scenes or if he's involved. If games development was anything like he said it was, he wouldn't pass the above interview test to be a programmer. He'd write a massive monolythic CPU internsive real time game loop that stored and calculated a multitude of 'real world' cool factors like digestion ratios, stomach acid and defication rate all for which the player gets no possible gain other than being told that the pet died because they hadn't fed it lately.
Also he'd try and pass this means of generating a virtual pet off as "revolutionary" innovations in tech, when actually, the Creatures series of games were doing it over two decades ago.
 
These days I work with cloud stuff, not that long ago I had an interview with a rising small games company that's building some Azure based stuff for online games. They had a test in which I had to write a small web API to control a 'virtual pet', so there were methods to feed it and get a response regarding its status. My solution involved storing the current server time when the 'feed' function was used as "time last fed", that way when the player called the 'status' function it would simply find out when the pet was last fed at which point it would update it to record if it had died etc, so there are no 'loops' or 'cycles' involved and everything is just one line of code to extrapolate the state of the pet and one line of code to store the 'last fed' time/date. The pet isn't dead until the player asks if it so.

I don't know if Roberts is just sugar coating what, behind the scenes is very normal programming behind the scenes or if he's involved. If games development was anything like he said it was, he wouldn't pass the above interview test to be a programmer. He'd write a massive monolythic CPU internsive real time game loop that stored and calculated a multitude of 'real world' cool factors like digestion ratios, stomach acid and defication rate all for which the player gets no possible gain other than being told that the pet died because they hadn't fed it lately.

You monster. Now the magic is gone. How dare you tell it's all but smoke and mirrors!? sob
 
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