The Star Citizen Thread v5

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Ouch, I remember that. I found it rather comical even back then. Even if he was a hot coder, and 100% up to date with developments (which I don't believe for a second), he should be 100% focused on running the company and focusing on delivery times and the big picture. Any hours he'd spend writing code would be time terribly spent as the big boss of a project of this magnitude.

Cult of personality, smoke and mirrors.

This is all true. But fortunately, he's focused on directing mocap sessions so that scenario is not a problem. :D
 
LOL, yeah I remember him "coding".
It looked equally believable as when he was claiming to be a gamer and then "played" AC.
 
No, you get more for the buck. There are also

5. shooty game on foot (the better crysis)
6. Arena game with spaceships (reincarnation of the simulator in Wing Commander)
7. Steward/ess simulator
8. Pet simulator
9. realtime-3D-interactive gallery of spaceships in a big level (you can even walk around!)
10. farm simulator
11. Tetris 3D (loading/unloading)

Hmmm I see. As you seem way more knowledgeable about this game than I am, would you answer a question, as I know nothing about game development. Will all these parts fit seamlessly together, making TBFGE?
 
Hmmm I see. As you seem way more knowledgeable about this game than I am, would you answer a question, as I know nothing about game development. Will all these parts fit seamlessly together, making TBFGE?

I can't imagine any problems with having a fast-respawn base capture FPS game in a space where others who aren't playing a fast-respawn foot-based game can just fly in and get involved. SEAMLESS
 
I am more interested in the internal timetables they want to publish in December.
This should be interesting :)

As for CR. I dont care to be honest.
A Game Designer is not required to program or play.
His value is to be creative and have ideas for systems and mechanics.
Its helpful if he has an understanding of programming so he knows what he is demanding *gg* (which might be further reason to assume CR has little idea of programming xD )

But its not his job to code :p


And aside from all media attention be it propaganda in favour or against Star Citizen.
The Gameplay Alpha as well as the Demos look awesome.
I remember alot of Alphas and early access games.
And many good games looked much worse in their Alpha stages ^^


So keep your calm get some tea :p
 
I am more interested in the internal timetables they want to publish in December.
This should be interesting :)

As for CR. I dont care to be honest.
A Game Designer is not required to program or play.
His value is to be creative and have ideas for systems and mechanics.
Its helpful if he has an understanding of programming so he knows what he is demanding *gg* (which might be further reason to assume CR has little idea of programming xD )

But its not his job to code :p


And aside from all media attention be it propaganda in favour or against Star Citizen.
The Gameplay Alpha as well as the Demos look awesome.
I remember alot of Alphas and early access games.
And many good games looked much worse in their Alpha stages ^^



So keep your calm get some tea :p
I must have been looking at a different game. I think I may need glasses. Or a new monitor. Or a new brain.
 
Today's Star Citizen dev lesson in which a backer remains clueless as to what "tech" actually means.

If SC is using 64bit positioning then it's a no brainer that they have stiched up scenes. Any 2nd semester engineering student can tell you that.
But does it matter when the transition is good enough?

They won't be able to have in-system control such as Elite (super cruise). But then it doesn't seem like anyone wants something simillar anyway.

They'll be able to hack in an "interruption" (interdiction) feature of QD, where it'll generate you a skybox and put you in the center of yet another 64bit scene until you engage QD again. That would work and it would work fine too. It would probably take you a century of traveling at normal speed to go out of bounds so that's not a worry.


I want to ask you what you think of them hand-crafting and streaming all their planets (that's what they say and it seems like they're doing).
Is it true? How would they store the data? Have they come up with a groundbraking packing technique?
 

Viajero

Volunteer Moderator
*Mod hat off

Oh go on, elaborate for us lower-tiers what the difference is between 64-bit floating point precision for positions, and 64-bit positioning.
Clearly I missed something.

Hi Ben,

Do you know if there is some kind of loading (even if hidden) or transition between certain areas of the planetary surfaces in SC (whatever you guys have in dev at the moment)? What about in space? As opposed to completely procedurally generated on the fly like Elite?
 
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*Mod hat off



Hi Ben,

Do you know if there is some kind of loading (even if hidden) or transition between certain areas of the planetary surfaces in SC (whatever you guys have in dev at the moment)? What about in space? As opposed to completely procedurally generated on the fly like Elite?
Both games use continuous mesh/texture/etc streaming for discrete objects, as you'd expect. Both have continuous terrain mesh generation as you move, albeit with different underlying algorithms.
ED opted for local 32 bit coordinates but 64 bit communication between clients, SC opted for 64 bit coordinates across the board. Swings and roundabouts with either technique.
 
Both games use continuous mesh/texture/etc streaming for discrete objects, as you'd expect. Both have continuous terrain mesh generation as you move, albeit with different underlying algorithms.

I'm a little confused here perhaps by the particular use of streaming, and hopefully I'm not perverting the intention of Viajero's question...

Are you suggesting Elite streams model data from central servers to us? I thought it was generated locally (terrain work) or pre-stored

The thing is the SC planets as demoed appear to not be entirely procedural so that variance data (at a minimum) needs to be stored somewhere - is that going to be local in the game install or streamed in patches from a server?
 
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I'm a little confused here perhaps by the particular use of streaming, and hopefully I'm not perverting the intention of Viajero's question...

Are you suggesting Elite streams model data from central servers to us? I thought it was generated locally (terrain work) or pre-stored

The thing is the SC planets as demoed appear to not be entirely procedural so that variance data (at a minimum) needs to be stored somewhere - is that going to be local in the game install or streamed in patches from a server?

Sorry, when I say streaming I just mean from the hard drive. Ie. The game doesn't try to load every ship at max quality on startup. Server-streaming paint jobs was an idea I once floated, but it didn't happen.
 

Viajero

Volunteer Moderator
*Mod hat off

Both games use continuous mesh/texture/etc streaming for discrete objects, as you'd expect. Both have continuous terrain mesh generation as you move, albeit with different underlying algorithms.
ED opted for local 32 bit coordinates but 64 bit communication between clients, SC opted for 64 bit coordinates across the board. Swings and roundabouts with either technique.

Thanks Ben.

Not sure I understand the answer, I was talking about the actual surface content of planetary surfaces, not positioning coordinates for ships in instances/islands etc. I.e. if was to move on foot or in a buggy on a SC planet surface for an indetermined duration, would I ever have to go through a transition or loading of any kind for that planetary surface?
 
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Is this gonna turn out to be a misunderstanding based on extremely pedantic definitions?

Derek said is his quote above;

64-Bit floating point precision map is NOT the same as 64-Bit positioning

I'm sure he'll be along in due course to clarify his intended meaning but what does that mean to peeps that have some sort of understanding of this stuff?
 
Sorry, when I say streaming I just mean from the hard drive. Ie. The game doesn't try to load every ship at max quality on startup. Server-streaming paint jobs was an idea I once floated, but it didn't happen.
Cool. Terminology re-use is a killer!

Aren't those local planet files going to be vast given the demonstrated level of detail editing going on? No way that's just all in memory

(vector art paintjob streaming so should be a thing to allow for near infinite variety)
 
*Mod hat off



Thanks Ben.

Not sure I understand the answer, I was talking about the actual surface content of planetary surfaces, not positioning coordinates for ships. I.e. if was to move on foot or in a buggy on a SC planet surface for an indetermined duration, would I ever have to go through a transition or loading of any kind for that planetary surface?
Sorry, should have been clearer. This is what I meant by "continuous terrain generation". It's why I find the idea of "stitching areas" kind of funny, even a game with fully premade lanscapes can smoothly blend in extra polygons as you move about, and for good quality you need that kind of system long before you start having to worry about 32 bit precision.
 
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