The Star Citizen Thread V10

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CI¬G — always on the cutting edge of thing of obsolescence and abandoned decades-old tech without a clue that everyone else has moved on from this supposedly “new” thing.
Genuine Roberts is already busy coding in the garage of his mansion inventing preemptive multitasking. Just you wait and see!
 
Well I think my computer saved me. This was the second time I've tried to play SC during free fly. First time, the game ended up being "house arrest simulator" as all I could do was get out of bed. The icon to open the door wouldn't work. This week, I tried to download the game twice and in both cases, I received error messages so I gave up again. I guess I will check back when the game is completed...whenever that is.
 
I'm sure everyone is crafting their thoughts on not including fibers in C++.

Anyways:

http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p0866r0.pdf

Microsoft has submitted P1364R0: Fibers under the magnifying glass.[1] Unfortunately that glass is not entirely clean. Not only is that paper misleading by implication, but it contains several outright misstatements. Since P1364 questions whether fiber technology belongs in the C++ Standard at all,1 it is important to be aware of these unfortunate errors.
 
…and when even the attempted objection confirms the fundamental issues and inapplicability, you know the idea is in trouble. :D

Also, to Archer some more:
Tokamak said:
The example use-case (deferring initialisation of unneeded components of a spawning spaceship until required) is trivially solved with regular threads, but after reading more of the article I think they have much greater ambitions.

The use of fibers is emblematic of the way they have developed the engine 'on the go'. Whenever they implement a new feature, it is implemented on a per parent-object basis. This was okay when there were only a few ships and one location, so the copy/pasting was relatively minimal and trouble free. As they kept adding new content, it made implementing features a huge burden and forced them to come up with 'Object 2.0' (which provides a framework to 'macro' in features as needed). The side effect is that there is no real separation of concerns, and everything is poorly encapsulated. It has also led to a combinatorial object explosion, with everything simultaneously doing its own thing... poorly.

Untangling the big ball of 💩 would necessitate a rebuild of the engine and game assets, which isn't going to happen. They have realised that a lot of the game/object data is 'sparse', and only a small amount of it needs to be running at one time. It seems like the solution is to split up the game into logical chunks by sticking each parent-object inside its own fiber. So you end up with ship fibers, landing zone fibers, point of interest fibers, planet_surface[x, y] fibers... with the idea that you'd just freeze and unfreeze each fiber wholesale, rather then having to manage the individual components inside the chunk of poopoo.

I can see this becoming the basis for server meshing. They could extend the fiber functionality to allow fibers to be transferred between servers. So as a server reaches 100% utilisation, they could spin up a new server, transfer half of the active fibers, then transfer the relevant players over. While none of this is exactly seamless, you could see how someone might come to the conclusion that fibers are a solution to the pile CIG has created.

CIG has made a ginormous batch spaghetti, so why not split up the spaghetti into individual containers of spaghetti, stick them in the freezer, and then thaw as needed. That way everybody gets a plate of spaghetti when they want it and when you no longer want spaghetti, you can pop it back in the freezer for the next person. It also means you can cook more spaghetti to freeze without worrying the old spaghetti. This is a very good and sane plan and we can foresee no problems with juggling a million containers of frozen spaghetti.
 
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Every couple of months or so I drop in on Star Citizen to see if anything has changed. CGI's approach to development seems in many ways to be the opposite of FDev. FDev says nothing but keeps making incremental improvements to the game. CGI runs off at the mouth expounding on how great they are doing and the game remains buggier than a quarter-billion dollar bag full of cockroaches. Zoom the view in while in the cockpit and it will not zoom back out. Get out of the chair to reset the view and the QT HUD disappears. Get landing clearance at Port Olisar, maneuver to the indicated landing pad only to receive a warning "Blocking Landing PAD!". Try to set a course and cannot get an icon in the HUD. Set course to another destination, then set the original destination and whoopee! the icon appears but Quantum drive will not engage.

FUBAR 🤮
 
Every couple of months or so I drop in on Star Citizen to see if anything has changed. CGI's approach to development seems in many ways to be the opposite of FDev. FDev says nothing but keeps making incremental improvements to the game. CGI runs off at the mouth expounding on how great they are doing and the game remains buggier than a quarter-billion dollar bag full of cockroaches. Zoom the view in while in the cockpit and it will not zoom back out. Get out of the chair to reset the view and the QT HUD disappears. Get landing clearance at Port Olisar, maneuver to the indicated landing pad only to receive a warning "Blocking Landing PAD!". Try to set a course and cannot get an icon in the HUD. Set course to another destination, then set the original destination and whoopee! the icon appears but Quantum drive will not engage.

FUBAR 🤮
All of those are mentioned in the patch notes conveniently placed right there in the launcher... so you can be aware of those particular annoyances before even launching the game the project... strangely enough ;)
 
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Speaking of FUD, it seems like totally legit organically grown community favourite Rexzilla's definitely-not-a-12-month-marketing-deal ended. After a year of all SC all the time because it's the bestest thingest everest, on Nov. 1, he suddenly moved to higher-paying marketing platform Facebook and now it's all CoD:MW all the time because it's the bestest thingest everest. :D
 
Speaking of FUD, it seems like totally legit organically grown community favourite Rexzilla's definitely-not-a-12-month-marketing-deal ended. After a year of all SC all the time because it's the bestest thingest everest, on Nov. 1, he suddenly moved to higher-paying marketing platform Facebook and now it's all CoD:MW all the time because it's the bestest thingest everest. :D
He was a COD fanboy before he started doing SC.
 
Speaking of FUD, it seems like totally legit organically grown community favourite Rexzilla's definitely-not-a-12-month-marketing-deal ended. After a year of all SC all the time because it's the bestest thingest everest, on Nov. 1, he suddenly moved to higher-paying marketing platform Facebook and now it's all CoD:MW all the time because it's the bestest thingest everest. :D
I'm sure he'll be missed :whistle:
 
I have not seen much improvement in FDev's Elite since we could land on moons.
Here you go:
https://elite-dangerous.fandom.com/wiki/Elite_Dangerous:_Horizons
https://elite-dangerous.fandom.com/wiki/Elite_Dangerous:_Beyond
https://elite-dangerous.fandom.com/wiki/April_Update
https://elite-dangerous.fandom.com/wiki/September_Update

Meanwhile, the October Monthly reports are out:
 
I'm well aware of the expansions they have released and im not very impressed by them. I was not making a comparison against SQ42 but merely stated I was not impressed by the work they put INTO their expansions and found them shallow and sloppy in design.
 
So it was definitely not a time-limited marketing deal and totally just a genuine case of loving SC forever.
Unbeliever!

He will be back streaming SC soon! He wouldn't abandon his Org and all his followers, and most certainly not his armada of JPGs!

ZDF will ride again!
 
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