Game Discussions Star Citizen Discussion Thread v12


Mmmmm, headcount efficiencies, done for all the right reasons of course, not ideological austerity muppetry. No.

HMRC on track to cut headcount to 2016 levels, Harra says​

Accelerated rollout of digital assistants and robotics could deliver further efficiencies, perm sec tells MPs
 
I don't know, depends on what Chris Roberts decides what that string of words means at the time he said it. He could very well release something completely differnt and call it the same name.
Well the fools wrote it all down...

https://robertsspaceindustries.com/...7-Server-Meshing-And-Persistent-Streaming-Q-A

So this what Crobbler was dreaming about when he said that missiles (or was it bullets?) would cross servers. I guess physics or the speed of light doesn't happen when all these servers are passing information to each other or booting up as needed. Of course this is all pie in sky as a crap ton of other stuff always needs to be done first.
 
One of my favourite 'needs to be done first' moments centres on the previous SQ Christmas release, where Cobblers asserted twice that it was coming. Once in September at their convention and again in early December.

Obviously SQ didn't arrive, and in January they (not Cobblers this time) calmly revealed that they needed to some (more) design work first. 'Priceless'.
 
Chris pitches "meshing'' as some great never been done before feat and gets even the realists talking about it like it would be a huge accomplishment. Then he can release something called meshing and play that up as having done the impossible and proven the doubters wrong, having walked right into it. But it's not a great never been done before feat, it was common back in the era where server people were often mixed in with the supercomputing crowd and had learned to solve all such problems with MPI. Solving all problems with clustering came later from less capable developers around 2000, and it just got dumber from there leading to everything being server instances behind a login server with everything being web goo.

I've mentioned it before, but Ultima Online is a well-known example from '97, the world was split across servers and you could walk across the seams without any loading screen. That kind of load-balancing was a common enough problem to solve at the time that middleware companies spun up, like BigWorld which you've experienced as the company ended up bought by the World of Tanks devs. Beware of being set up to say that Chris has done the impossible.
 
Chris pitches "meshing'' as some great never been done before feat and gets even the realists talking about it like it would be a huge accomplishment. Then he can release something called meshing and play that up as having done the impossible and proven the doubters wrong, having walked right into it. But it's not a great never been done before feat, it was common back in the era where server people were often mixed in with the supercomputing crowd and had learned to solve all such problems with MPI. Solving all problems with clustering came later from less capable developers around 2000, and it just got dumber from there leading to everything being server instances behind a login server with everything being web goo.

I've mentioned it before, but Ultima Online is a well-known example from '97, the world was split across servers and you could walk across the seams without any loading screen. That kind of load-balancing was a common enough problem to solve at the time that middleware companies spun up, like BigWorld which you've experienced as the company ended up bought by the World of Tanks devs. Beware of being set up to say that Chris has done the impossible.
He did make even more of a fool of himself in the game industry after leaving the game industry. That might qualify as one impossible he managed to do.
 
Chris pitches "meshing'' as some great never been done before feat and gets even the realists talking about it like it would be a huge accomplishment. Then he can release something called meshing and play that up as having done the impossible and proven the doubters wrong, having walked right into it. But it's not a great never been done before feat, it was common back in the era where server people were often mixed in with the supercomputing crowd and had learned to solve all such problems with MPI. Solving all problems with clustering came later from less capable developers around 2000, and it just got dumber from there leading to everything being server instances behind a login server with everything being web goo.

I've mentioned it before, but Ultima Online is a well-known example from '97, the world was split across servers and you could walk across the seams without any loading screen. That kind of load-balancing was a common enough problem to solve at the time that middleware companies spun up, like BigWorld which you've experienced as the company ended up bought by the World of Tanks devs. Beware of being set up to say that Chris has done the impossible.

Your post made me realize, I'd love to see a Star Citizen Pitch Meeting by Ryan George.

For those who don't know him...

 
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