Depends on the nature of the bug.![]()
Worms don't care... Apples. Oranges, Tomatoes, Potatoes... it's all the same.
Depends on the nature of the bug.![]()
Equally but with no explanation ED is delayed from expected release date of March. If a major change in code is causing a 2 month delay with SC, is it perhaps the same kind of thing that is causing the delay of 2 months with ED.
Seems similar obstacles for both games.
The game in question is clearly better.
We haven't been told why. I'm speculating it's network issues.I'm curious about your impression of no explanation. We've known for months, via newsletters and development diaries that alpha will take as long as it needs, and the process is still going, and that beta starts when alpha is finished. Alpha started on schedule, but has taken longer than estimated.
Based on the footage shown of procedural rendering of planets by these 4 newcomers, I expect that Cmdr Braben's implementation will blow us away.I have to say, SC actually made a sceptic of me. The ambition is there, but i doubt they can make it all happen. The combat will be great, but everything around it will, i believe, feel very half-hearted at best. The thing is that it feels that there's no actual focus in the project. Roberts is like a kid yelling "i want to do that and that and that and that", who will most likely drop everything he's trying to do and try something else midway through.
Honestly, you have to question the man's focus when the first thing he decides to release is an app where you can walk around in a hangar looking at ships.
I'd love SC to succeed, but so far i'm just not seeing it... I honestly don't want to seem like i'm deriding the game for no reason, but all the little things i see, hear and read about it seem just a little bit off.
I'm not going to say Eis better or worse, but it's different. The game has an actual focus (sort of, on exploration), and it's already playable to some degree. The game also wants to be a lot more realistic and 'lonely' as opposed to the action packed world of SC.
I do wonder why no one has mentioned No Man's Sky yet. If there is any direct competition for Elite, i'd expect it to be that game.
I do wonder why no one has mentioned No Man's Sky yet. If there is any direct competition for Elite, i'd expect it to be that game.
Then you'd be wrong, I used to do freelance stuff for Ocean software in Manchester and I did some stuff for Core Design too, plus a few other places as well. I actually show people how to design a small shooter game from start to finish on one of the courses I present too.![]()
No I am not . You cut off the contex. Not as lead programmer.
No I am not . You cut off the contex. Not as lead programmer. Espacialy a lead programmer wich is resposible for the engine architecture knows this. in a large projec with a team of programmers. Where mid production a plubisher demand the use of Physx hardware support. Often due to a deal. And uses havok no time to shift midleware so uses havok and physx sdk.
In small games this isue might not get that extreem but large full blown engine. With code module made by diverent programers as a team. This problem of change due to a new feature can get extreem. If the code base of the engine is large and complex. And limited refactoring is done. Change can be very difficult.
If you did program on small project as the one and only programmer you got a limited taste of inflence of change to your software architecture. So you should know there is huge difference between movie and games.
Also we talk on big movie production. Not some indie movie maker who spent 5K to make a short movie. So to a large scale software architecture of bigger title. Then a limited phong.
SC uses the crytech engine. But it is fullblow licensable engine more set to FPS kind of games. Also its tools. And content pipeline.
Also if SC is to support mantle they should have a full licence to the source code and can change and modifi the core engine. And so they will. As they will support the AMD mantle API. Wich would be a optional extra render path next to direct3D or OpenGL
Also adding PG solution to panets is something on engine level.
But often with licensable game engine the software architecture is often of higher level then specific inhouse made solution for specific game. Where the did not have the time and resources to work out a full blow engine to licencable level.
But still then change has a big impact. But it also the case of how well they managing change.
Granted this game is not exactly Call of Duty in its complexity, but then again it is really a tutorial and not intended to be a commercial triumph (specifically, it involves flying a helicopter around shooting stuff down, and is a sideways scroller, sort of in the vein of classic eighties arcade games)
How this plays out long term I would not like to guess, but if I were to speculate, I think I prefer where ED is going with it, if for no other reason than the notion that new content will always be there without getting your hand in your pocket
No, trading has always been one of the main focuses in Star Citizen. A public poll (way back earlier in the project) which showed CIG that 2/3 of the users wanted to be explorers, made them focus more on the exploring aspects of the game. So even if exploring was originally planned to be in there too, the weight of it is an afterthought based on that poll.It's apparent that SC's main focus is combat, whereas in ED it is likely to be trade. However, both are touting exploration as another attractive feature (SC more latterly than originally it would seem).
Several people had already questioned whether the 3D engine SC will use was the smartest choice
CryEngine have no problems with PG in itself. Have you heard of Crysis 3? Do you think the trees and leaves in the jungle is handmade? The "problem" here is the knowledge how to do the PG, which CIG has admitted it needs to R&D.[...] and this may prove even more relevant when attempting to shoehorn late developments such as procedurally-generated planets in there. SC's engine is actually pretty good for creating large (ish) open terrain, but it's doubtful whether it is particularly suited to massive procedural stuff, at least when compared to FD's proprietary toolset.
A speculation, nothing more.But lets get back to topic, one way SC and ED differ is project size. And this excursion from the topic gave me the idea for a theory:
- The bigger a project, the harder it is to innovate.
CryEngine have no problems with PG in itself. Have you heard of Crysis 3? Do you think the trees and leaves in the jungle is handmade? The "problem" here is the knowledge how to do the PG, which CIG has admitted it needs to R&D.
A speculation, nothing more.
exploration was never and afterthought, nor was trade.
Chris Roberts chose CryEngine because of many things, but primarily because it was modern and closest to the photo realistic result he was seeking.
CryEngine have no problems with PG in itself. Have you heard of Crysis 3? Do you think the trees and leaves in the jungle is handmade? The "problem" here is the knowledge how to do the PG, which CIG has admitted it needs to R&D.
I may end up liking one more than the other, but I'm certainly not going to get all partisan about it.
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