The last time I played Star Citizen a few years ago, my Rams leaked like Titanic, is that still the case today?
iTrashCIG has moved on to removing stuff from the game.
All ships are awaiting yet another refactor since CR wants pipes carrying air throughout them.
It's a mix of direct access and cache data service.
It's perhaps a more important tech than server meshing.
The "Cyberpunk took eight years" talking point died a few weeks ago. May it rest in peace. ❤ Some backers are in the denial phase.I love the way dreamers always use Rome and Cyberpunk to defend the project..
It's perhaps a more important tech than server meshing.
The big question is, if, or more likely when they can't get server meshing to work, are they going to tell the backers?
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I love the way dreamers always use Rome and Cyberpunk to defend the project..
But you know, in the end it is going to be awesome.
Buy an Idris.
So... with the @CaptainBerks crew, we spent all day trying to do the XenoThreat mission on the PTU. Eventually we got tired of crashes and started trying to get the Javelin kill. On our last attempt, we decided to use Retaliators more than anything. It ended up looking sick but alas, most of our clients crashed while the Javelin pulled off a MASSIVE maneuver. It was reversing at full throttle into our fleet. Looking forward to getting that finishing kill eventually!
I wonder when it will be stable enough to release it to the main servers.
Seems relatively stable for what it is.
but he does get frustrated or even angry at the impossibility of the situation so who is really the target of the blame?I think though it is in the players right to choose which side they prefer and support them, so I am not mad at that.
Its probably Tier 0 though. Surely the Tier 10 version will see you physically transferred to a police ship. Then wait for a prison transport to arrive. Then the prison transport to transfer you to the prison.
This is the level of fidelity backers and CR want!
Wait, what are you still doing with that useless heap of junk ? I conceive that you have an immoderate love for space cows, but the T10 is actually a good ship for several purposes, while that Gemini has really nothing going for it... no cargo space, no speed, useless in combat, and a completely non-existing gameplay loop. Thought you would have melted that one a long time agoA few of us from chat...most of them being the regular Star Citizen donkey wallopers I've met over the years, decided to faff about since nothing was working too well. We did mass box delivery missions in my Gemini for a bit...
You got it right as for the architecture, to clear things up for you, games use the same kind of technology with a few (but important) specific parts, the main one is the whole system (servers + clients) run real time, and are supposed to by synchronous (or somewhat, there are ways to manage desync in a graceful manner, but that's another topic). That means both your server and client code are running real time loops pretty much like on an RTOS if you have used that, or in other terms you have a main code loop that has to run under ~50ms if you want to achieve 20 synchronous frames per second. That means the whole game processing (AI, players, all moving objects and physics) have to be processed under 50ms, including I/O that needs to happen. That's a very strict constraint and can be addressed in various elegant ways (we could talk about Dual Universe or Infinity Battlescape here as good examples of fantastic main loop code + net code) - but it's not for beginners, and you absolutely must do that first and foremost as everything then plugs into that main loop...I don't do game development but I do dabble in design and implementation of various net based services run over dedicated servers.