Yes yes, very clever. My point is that something might have glitched when an underlying system turned on or off (yes, a transition between two states, well done) but that makes the glitch a bug, rather than a way to hide transition between maps/scenes/areas/whatever you want to call them. That's your original claim.
Right. However, I still stand by my original claim because i) you - or any dev - has yet to
disprove, let alone
explain it ii) CIG hasn't built even 1% of the starmap and from which we can deduce the merits of
how it was done
That's just the same nonsense that's going on whereby - for some reason - backers who are adept at
theory-crafting dreams, can't tell the difference between
64-Bit sized scenes,
64-Bit programs,
64-Bit world positioning. And that is because CIG continues to obfuscate this - and several other issues - without any semblance of clarity. It's like you guys are afraid of saying something that's going to somehow go against some crap croberts has uttered in public, and which most of you (the guys working so very hard to build this game) know to be complete - and utter -
rubbish. In fact, I just
wrote about that here as part of this on-going discussion.
Yet somehow, backers are sitting around thinking that at some moment in time, they're going to be flying around a game scene in space - with no restrictions - and be able to manually fly to, enter a planet, and do it all in reverse. Because
something,
something aha! 64-Bit (!). This is all because, after watching Battlescape Infinity, Dual Universe etc, they are completely astonished - and refuse to accept the fact that - Star Citizen is
never going to be able to do it that way. Not to mention that whole "procgen planets" hand-waving. In fact, there is a known backer (Monkeh), right now in the thread I linked above, having trouble understanding why it is that in QD, there is a set transition path from which you can't exit; and which requires a
committed target end-point.
Anyway, so arguing about whether or not "stitching" is required, and "transitions" are used to hide said stitching in an attempt to convey expanse, is pointless.
Again, whether it's a state change or a scene/file/level change, a transition between two states and or scene/levels, by the very premise itself, still falls under "stitching" because there isn't a "cohesive" whole.
ps: To be clear to those still following this, we're not talking about how (streamed vs demand-loaded as a whole) the scenes are loaded. We're talking about how they are constructed in order to convey the illusion of expanse (as in "seamless" world)
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Derek, navigating this thread with an iPad is a pain. Can you (or another kind soul) link to your post discussing the hack please? I have an interest both professionally and as a backer.
Thank you.
I think it's the 3rd link in
this post on my forum.
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Friendly advice to Ben
DON`T
It will surely be misinterpreted and used as a "weapon" in many silly following arguments by fans of Elite, by haters of SC, by fans of SC and by haters of elite...
I`m sure you know that, but we all have our bad forum habits, weaker moments etc, so think twice before you answer that
sorry Regel
Too late. The very statement "
fanatical devotion to the coding standard" is already problematic because, by its very nature, SSE has absolutely
nothing to do with "coding standards". So I'm guessing that Ben probably meant something else. We just have to wait and see, when he comes back.
ps:
quick primer