Game Discussions Star Citizen Discussion Thread v12

And, well there is no way CIG can change their their engine now, unless they want to start work over from scratch, it is that fiddled Cryengine or completely new from scratch development.
That's what they do from the beginning, they change whole pieces of the engine.
Their engine can't be called Cryengine/Lumberyard anymore with all that have changed in it. And they haven't finished...
 

dayrth

Volunteer Moderator
...Their engine can't be called Cryengine/Lumberyard anymore with all that have changed in it. And they haven't finished...
Eight years in to development and they haven't finished modifying the game engine...
:facepalm:


"Close range FoIP animations are not transmitting to remote clients"

Does this mean that only the person using FOIP can see it? If so then
:facepalm:
again.
 
No. If the bug is specifically tied to a placeholder engine, requires too much work to be corrected and is in a certain level of acceptability, CIG doesn't correct it. It have been said many times.
SC is full of placeholder engines (flash engine, DX11, Cryastro, starmap, etc). It will take too much time to correct all bugs on those engines that will be replaced by new one. Correcting all bugs of temporary engines is a waste of time.
And that is one of the many, many, many reasons why I’m no longer willing to accept gross incompetence as an explanation for nigh on ten years of gross incompetence. “Placeholder engines?” What an unadulterated, steaming pile of bovine excrement.

I’ve played many playable alphas in my time, starting with a Minecraft, and I can think of only two instances where something as fundamental as a game’s engine required replacement. The first was Minecraft itself, when they killed the original single player branch. The second was Stonehearth, where they went back to the drawing board on their scaffolding AI routine, due to players designing much more complicated structures than they’d anticipated.

And in both cases, the kept on fixing bugs, right up to the actual switch.
 
Eight years in to development and they haven't finished modifying the game engine...
:facepalm:
I don't know if they still need to change the core of game engine atm. If so, they are more to the end than to the start.

A list given by Clive Johnson about what have been done / is worked atm (some elements in this list are not about the game engine CE/LY). If you want details about some specifics point (like 64 bits, bind culling, removal of LUA or the refactor in C++) you can find specific posts about it.

I don't give this list to say 'never done before', all those techs are used in other games. I give it to show the huge mass of work done.
  • 64 bit precision coordinate system conversion
  • 64 bit entity id conversion
  • Physics grids
  • Zone culling system
  • Game rules and game mode refactor
  • Memory manager
  • Batch workers
  • Background workers
  • Fiber support
  • Build system
  • Crash handler
  • Entity components
  • Update scheduler
  • Entity hierarchy
  • Entity aggregates
  • Object containers
  • Spawn batches
  • Serialized variables
  • Remote methods
  • Serialized metadata
  • Serialized snapshots
  • Entity lifetime policies
  • Asynchronous entity spawning
  • Asynchronous entity removal
  • Bind culling
  • Client Object Container Streaming
  • Server Object Container Streaming
  • Persistence
  • Item system
  • Vehicle system
  • Actor system
  • Network message queue
  • Datacore
  • Language support
  • Weapon system
  • Transit system
  • IFCS
  • ATC
  • Mission system
  • AI
  • Subsumption
  • GPU particles
  • Motion blur
  • Deferred renderer
  • Lighting
  • Shadow rendering
  • Volumetric rendering
  • Planetary tech
  • Weather effects
  • Clock synchronisation
  • Telemetry
  • Audio engine
  • Render to texture
  • Fluid simulation
  • Cloth simulation
  • Water/ocean rendering
  • VOIP
  • FOIP
  • DNA character customizer
  • LUA removal
  • Megamaps
  • Client crash recovery
  • UI
  • UI building blocks
  • Signed distance fields
  • Camera system
  • Animation system
  • Unification of first and third person persperspectives
  • Encryption
  • File system
  • Delta patcher
  • Star map
  • Quantum travel
  • More shaders than you could shake a stick at
  • Debug server renderer
  • Attachment system
  • Parallel network processing
  • Headless clients
  • Network entity replication
  • Atmosphere rendering
  • Melee combat
  • Cover system
  • Interaction system
  • Room system
  • Actor status
  • Diffusion
  • Entitlement system
  • Matchmaking
  • Lag compensation
 
Wow... Actor Status. That's incredibly innovative work, surely. That totally means they can violate licensing agreements and pretend they created a new engine.

Why, tho? What's behind this weird insistence the engine doesn't deserve to be called by it's actual name?

Must everything Starry Citizen be sui generis, bursting from Chris' forehead fully-formed?

What's wrong with just calling a hammer a hammer and a screwdriver a screwdriver? You still put it together.

Is it just that it doesn't sound exciting enough and jargon must be invented to make it special?
 
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“Placeholder engines?” What an unadulterated, steaming pile of bovine excrement.
When you start to develop with an engine, you use what the engine offer you. Cryengine had a standard flash component, LUA, etc. CIG had used those tech to build the alpha but had worked in the same time on new techs to replace them (because they were too limited for what they want).
That's why SC has now Building Blocks instead of Flash, LUA code is gone, C++ is used, etc
 
I don't give this list to say 'never done before', all those techs are used in other games.
…and the vast majority of them are already part of the engine and are standard parts of what go into development.

The amount of ignorant repetition of talking points without any real understanding of what it means (and specifically, how little it means) is getting utterly ridiculous at this point.

File system? Encryption? Aren't those OS level services? Oh well perhaps we see SC OS, just for running SC and Squadron 42 :D
They're just a different way of saying “we're using a standard, built-in zip library to read the PAK files that, like the complete idiots we are, we've tried and failed to protect by the most amateurish signing process because it massively and counter-productively complicates the testing process”.

That said, remember the time they were thinking about making their own ASIO driver to “improve audio performance” (and definitely not break the entire OS by introducing SC-tier code on the hardware level…)?
 
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Viajero

Volunteer Moderator
I don't give this list to say 'never done before', all those techs are used in other games. I give it to show the huge mass of work done.

You seem to say that as if the "tech" used in Star Citizen somehow worked to a minimum reasonable level, or as if it were at all comparable to the tech in actual and real games.

I am afraid it does not and it is not.

To just claim or post that something "is in" (as CIG or yourself seem to do in very similar ways) is not enough for it to be in. It also needs to work reliably enough.
 
You seem to say that as if the "tech" used in Star Citizen somehow worked to a minimum reasonable level, or as if it were at all comparable to the tech in actual and real games.
Some of those techs works in a good state for an alpha. Others need more work. And some are still missing other techs to be implemented.
Again, you compare tech in an alpha to released games or alpha/beta with far less complexity. SC need time because of its complexity (yes I know, for you SC can be released by 3 guys in a garage in 1 year...)
 
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