Game Discussions Star Citizen Discussion Thread v12

I'd also say they should have interiors as separate spaces with windows just being viewports. Yeah, less fidels, but makes everything a whole lot easier to code. Then the interiors are just static maps. Easy peasy.

I suspect the station interiors are done this way, although i don't know for sure.
Station interiors are in the same space than the exterior, windows are real windows. Some patch ago we were able to approach the cockpit of ship very very close of the windows and with the right angle, force the animation of leaving the ship to glitch through the windows and enter directly in the station.
 
Uh, all that -- again -- can be pulled straight outta CryEngine. No mocap required for lean/mantling/vaulting since that's all standard, right out of the box with CryAnim/CryTools. Only thing they would have to mocap would be for custom animations, like the "oh no, my butt!!!" death animation (which makes me crack up every time I see it), but (ha!) even that could be hand animated without too much trouble.

Cry3~ even has things like IK, Look IK, and a bunch of other tools/packs built in to do everything you see so far in Star Citizen's first person shooter experience.

They spent a lot of time getting it to work well. It does, is my point.
 
I've just been watching Elite Cmdr Will and Kate's videos of the first few days of trying out Star Citizen...it certainly made me smile at some of Kate's comments during the 3 videos she's put up so far..."I can't believe it, I have an actual box on the bed in my ship!" :D

I really enjoyed seeing Star Citizen through certainly less jaded eyes than mine, she conveys a sense of wonder I seem to have lost just plying my daily way through the myriad of bugs that make up the Star Citizen experience ("My god! That's actual water down there, it's a sea!")...Well worth a watch whether you're a backer, a cynic or just a typical SC agnostic...very entertaining. I'll be following her video progress as she continues :)

Funny video, Katie's giggly reactions are wholesome indeed, shame that some still feel so rattled by seeing other cmdr's enjoying a space game that isn't Elite.
This time was OA having a go at the "Armstrong Moment" in a earth like planet.
And it looks like a cloud city is in the works too.
It's no Odyssey but not bad for a ps3 game made in cry-engine over the weekend.
 
To be fair, the avatar behaviour in SC is actually one of the things that is really, really, impressive* - the mantling / vaulting, cover lean, the lot. When you're in a multiplayer group doing a 'dungeon'/base whatever they call them, it looks absolutely amazing. Very immersive, very well natural look, and played very smoothly last time I had a go.

*:They spent an inordinate amount of time on it. And likely a hell of a lot of money in mocap and tech research.
"tech research"
 
Station interiors are in the same space than the exterior, windows are real windows. Some patch ago we were able to approach the cockpit of ship very very close of the windows and with the right angle, force the animation of leaving the ship to glitch through the windows and enter directly in the station.

Hmm... are you thinking i'm talking about SC? Because i was talking about ED.
 
This time was OA having a go at the "Armstrong Moment" in a earth like planet.

He mentions in that video while he is exploring around hurston that you won't see forests and grasslands. Hurston used to have what looked like a savannah biome. Not a thick forest, but a decent amount of trees and plenty of grass. Is that gone?

God forbid I've explored more in a space game than Obsidian Ant.
 
He mentions in that video while he is exploring around hurston that you won't see forests and grasslands. Hurston used to have what looked like a savannah biome. Not a thick forest, but a decent amount of trees and plenty of grass. Is that gone?
Still there. HDMS oparei is the best place to see savannah biome.
An old list of biomes on Hurston. Don't know if it's still valid, the planet tech had 2 revisions since :

HMC Oparei - savanah (this one still there)

HMC Edmond - polluted coast

HMC Thedus - acidic

HMC Hadley - strip mining

HMC Stanhope - desert / polluted coast

HMC Pinewood - strip mining
 
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To be fair, the avatar behaviour in SC is actually one of the things that is really, really, impressive* - the mantling / vaulting, cover lean, the lot. When you're in a multiplayer group doing a 'dungeon'/base whatever they call them, it looks absolutely amazing. Very immersive, very well natural look, and played very smoothly last time I had a go.

*:They spent an inordinate amount of time on it. And likely a hell of a lot of money in mocap and tech research.

Yeah I don't think that's related to the unified model though, just whatever work they've put into the 3rd person animations generally. (It does look very slick to me sometimes, but seems to be quite server reliant too. IE if everyone's rubberbanding about the effect of the smooth transitions is kind of lost.)

Unified Ramble Incoming...
(Apologies if telling grandma how to suck eggs at any point ;))

I know Chris has made claims for slicker animations being a side-effect of the unified body model, but I believe he was talking about that fact that all of the 3rd person animations would be seen from a 1st person perspective, instead of using a more basic rig for first person, IE:

Source: https://twitter.com/ollymoss/status/697926382861492224

Bonus fun one
Bonus fun EDO one ;)

---

Of course we've since seen all the downsides of that approach. The endless wrangling with headbob. The difficulties getting animations to work satisfactorily when grabbing items, seating, displaying cosmetics etc (all revisited at length with the female avatars, because everything designed to date had been for the male version). All because Chris insists they have to physically tally with the surrounding environment as exactingly as possible. (Whereas the standard system could give that impression a lot more easily via fudges.). And yet for all of his insistence that a hand can reach out and grab a T-shirt off the rack seamlessly and accurately from both perspectives, you still end up with stuff like this ;)

Source: https://i.imgur.com/veDVgge.mp4


Because duh, 1:1 physical correlation between mocapped animations and the game world is a daftly exacting objective. It really does feel like Chris has sometimes pursued a 'make it real' agenda which is not hugely practical ;)

And then devs essentially end up faking stuff anyway (like the first person shiver when cold), because of the insane amount of work involved no doubt...

Source: https://www.reddit.com/r/starcitizen/comments/g9hjnb/what_about_the_third_person/


Faking first person kinda happens for sensible reasons ;)
 
I know Chris has made claims for slicker animations being a side-effect of the unified body model, but I believe he was talking about that fact that all of the 3rd person animations would be seen from a 1st person perspective, instead of using a more basic rig for first person, IE:

Source: https://twitter.com/ollymoss/status/697926382861492224

Yeah, this is is; basically all the stuff you see yourself doing, others see too, and vice versa. Like you said, when it works, it's glorious.

From a physrep / visual side, I think SC's getting very close to having everything it needs to 'make it real' (or close enough) for whatever they throw at it (providing the end user has the beast of a rig required). How the hell they get that all communicated through a network is a very, very different story and I still (have always said it) think that's where the real issues lie.
 
Yeah, this is is; basically all the stuff you see yourself doing, others see too, and vice versa. Like you said, when it works, it's glorious.

From a physrep / visual side, I think SC's getting very close to having everything it needs to 'make it real' (or close enough) for whatever they throw at it (providing the end user has the beast of a rig required). How the hell they get that all communicated through a network is a very, very different story and I still (have always said it) think that's where the real issues lie.
Yeah, it's the elephant in the room.
 
Arrow is a nice design, BTW, but for something happening in the 22nd century maybe.
Yeah, this is is; basically all the stuff you see yourself doing, others see too, and vice versa. Like you said, when it works, it's glorious.

From a physrep / visual side, I think SC's getting very close to having everything it needs to 'make it real' (or close enough) for whatever they throw at it (providing the end user has the beast of a rig required). How the hell they get that all communicated through a network is a very, very different story and I still (have always said it) think that's where the real issues lie.

This entire conversation about "real" and "physical" shows that Chris really has no idea, which is surprising given how much software he wrote in his life. He should understand that code is just a bunch of abstractions and metaphors translated by another bunch of abstractions and metaphors into flows of electric current. It is the ultimate theatre of smoke and mirrors. On every level. A "connection" is just an abstraction over a certain pattern of messages in the network. A database "transaction" is just a pretend, nice-to-have abstraction that requires crazy amounts of implicit pretend and cleanup underneath.

And yet he seems to be stuck with a more expensive version of the naive notion that "tricks" are something to be avoided. These are not "tricks", they are techniques of making sure that at the end of the computation, the image and the sound produced by a player's computer, create enough of an illusion of alternative reality for the imagination to kick in and fill in the rest.
 
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Arrow is a nice design, BTW, but for something happening in the 22nd century maybe.


This entire conversation about "real" and "physical" shows that Chris really have no idea, which is surprising given how much software he wrote in his life. He should understand that code is just a bunch of abstractions and metaphors translated by another bunch of abstractions and metaphors into flows of electric current. It is the ultimate theatre of smoke and mirrors. On every level. A "connection" is just an abstraction over a certain pattern of messages in the network. A database "transaction" is just a pretend, nice-to-have abstraction that requires crazy amounts of implicit pretend and cleanup underneath.

And yet he seems to be stuck with a more expensive version of the naive notion that "tricks" are something to be avoided. These are not "tricks", they are techniques of making sure that at the end of the computation, the image and the sound produced by a player's computer, create enough of an illusion of alternative reality for the imagination to kick in and fill in the rest.

You're confusing abstractions with approximations. They're not the same thing, logically or practically in a development sense, but in general I think I agree.

What you're actually getting at is that for a great many systems the amount of approximation (getting something that looks and feels about right in a simulation even though it's a kludge) isn't enough to be practical, and we are instead seeing systems implemented at a level of complexity that just make the overall job longer.

Lets for example take ship maneuvering thrusters.

Elite approximates this by having thrusters about the ship that fire when the ship moves based on a simple 'yaw, pitch, roll' stat trio. The individual thrusters can't be damaged, can't be altered (altering the thruster grade basically tweaks the YPR values), the centre of rotation of each ship is fixed. It's a kludge, but it works, it's neat enough, and it doesn't actually need to be anything more. Ding ding, point to Elite.

Star Citizen handles this by having each individual thruster gimbal to provide thrust based on an actual centre of mass. Knocking out thrusters on one side actually stops them from working and feeds back to the maneuvering of the ship. The abstraction method provides a location for thrusters relative to centre of mass, force of the thruster, etc. etc. It's super complicated but allows for great depth of simulation. But all that setup needs to be done*, for each and every ship. And at the end of the day, in most situations, it won't behave any differently (other than the thrusters wobbling like a spastic violin player's elbow).

*: This boils down to back-calculating the thruster values from playtested YPR values for the ships.

The questions of 'Do you actually need that?' 'Is that actually fun?' 'Is it worth the time and cost?' are often perhaps answered in ways that we, as either players, or customers awaiting their product might not.

Edit: It bears repeating, I do not class Star Citizen as a game yet. Yes, I've spent money on it (quite a bit, for me, for a game/plaything). I did that knowing I was funding CR's insane fever dream - and that's the important bit. I paid to watch the madness unfold. Don't buy into it if you want a game to play, or at least, certainly don't spend anything you'd be upset about. I've not actually spent that much time on Star Citizen. I've done a few things, looked at others (now need to rebind all my controls which will take a frickin' age). It's a testbed of a developer given almost completely free rein, and it shows 'where could things in game development go' if anything more than 'where will Star Citizen / S42 itself go'.
 
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Just another 10 years folks! Then it will be a game you play for 20-30 years.... presumably from the afterlife.
 
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