Why is 'space legs' so technically difficult?

Nothing personal about it. They are just observations. But take it however you want in whatever way makes you happy.

As I said, I am not ignoring evidence as there is none at the moment.

Claiming that we somehow can't understand Braben's statements from interviews and videos is ignoring evidence. That's not optimism, it's pretending Braben didn't say everything he has literally said about Elite development since before the game launched.
 
they did unify the game is called angels fall first and when the person peeks out the front window he sees what the pilot of the dropship sees.

That is not what it means to unify the first and third-person perspectives. That just means the cameras are in approximately the same position which is trivial. You really need to read up on Star Citizen if you want to truly understand what unifying first and third-person perspective means. It's an extremely technical issue that is much more difficult than it sounds because no existing game engine (other than Star Engine) even attempts to do it.
 
Claiming that we somehow can't understand Braben's statements from interviews and videos is ignoring evidence. That's not optimism, it's pretending Braben didn't say everything he has literally said about Elite development since before the game launched.

Assuming that article's written by third parties that could be inaccurate as evidence is just being silly. It would be laughed at in a court of law.

As to the videos, I am unsure of the ones you are talking about.
 
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You really need to read up on Star Citizen if you want to truly understand what unifying first and third-person perspective means. It's an extremely technical issue that is much more difficult than it sounds because no existing game engine (other than Star Engine) even attempts to do it.

Oh come on - now you are just having a laugh :D

Games have had first / third perspective for decades. And all of them have done it better than Genuine Roberts :D
 
Oh come on - now you are just having a laugh :D

Games have had first / third perspective for decades. And all of them have done it better than Genuine Roberts :D

I'm referring to properly unifying the first and third-person perspectives from a programming standpoint which is a very specific technical design issue. All other games have cheated from a design perspective and what one players sees from a first-person perspective and what another player sees from a third-person perspective are completely different in terms of the character models.

You really do need to understand what this means from a technical perspective. A good article summarising the issue is here: http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen
 
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To see how difficult Space Legs might be try THINKING about how YOU walk while you are walking. Then let us know how many times you tripped up or fell over!
 
I'm referring to properly unifying the first and third-person perspectives from a programming standpoint which is a very specific technical design issue. All other games have cheated from a design perspective and what one players sees from a first-person perspective and what another player sees from a third-person perspective are completely different in terms of the character models.

You really do need to understand what this means from a technical perspective. A good article summarising the issue is here: http://www.kotaku.co.uk/2016/09/23/inside-the-troubled-development-of-star-citizen

That was the case in 2001, since then several games share the same models for first and third person perspective.
 
That was the case in 2001, since then several games share the same models for first and third person perspective.


That's utter nonsense. Other games don't share the same models and animations to the extent that would be required for properly unifying the perspectives because of how difficult this is to accomplish for relatively little (if any) benefit for most games. As of 2016, when the article was written, there was no commercially available game engine that did this. Star Citizen needed to do this however and this required CIG to write their own custom game engine that basically scrapped and entirely re-designed all of the first person perspective animations in CryEngine. That is an absolutely massive undertaking and that is why no other games have bothered to do this properly.
 
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I am encouraged by the number of sober, educated views in this thread as to the massive undertaking that space legs would realistically be...

and saddened by the number of armchair developers who have no idea what they're talking about.
 
I am encouraged by the number of sober, educated views in this thread as to the massive undertaking that space legs would realistically be...

and saddened by the number of armchair developers who have no idea what they're talking about.

I'm no armchair developer. I'm a dog, observing humans and money. :)
 
The bridge IS most impressive in VR mind... it's huge!

The Krait bridge is so well designed that I'm actually seriously considering either upgrading my rig so I can play in VR or getting an IR head tracker. Unfortunately the head tracking options cost nearly as much as a VR headset which means I'm not sure if they're really great value. On the other hand I can use an IR head tracker with my current gaming rig (which is 5 years old) without needing to upgrade it so I'm not sure which route to go. I doubt that I will be upgrading my system before the next generation of NVIDIA 1180 GPU are released for laptops and that is realistically at least 1-2 years away.
 
I don't get it. It's not as if walking around with a first-person view ground-breaking in the video game industry. I would have thought by 2018 most developers would be able to do it quite easily.

Making first person? in itself probably not hard.

making the models for full internal of ships, making the various content, locations and first person content, building internal various locations.

It is a quite big concept, and may be impractical.
 
Making first person? in itself probably not hard.

making the models for full internal of ships, making the various content, locations and first person content, building internal various locations.

It is a quite big concept, and may be impractical.

His friends at rockstar disagree with you.

note: please don't quote me, he ignored me and if you quote he will have to read me again.. lets save him the disgrace.
 
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Dunno really. I mean every other game has people walking around. Still, what would you do, walk around abit ten get bored. Nuff said.
 
That's utter nonsense. Other games don't share the same models and animations to the extent that would be required for properly unifying the perspectives because of how difficult this is to accomplish for relatively little (if any) benefit for most games. As of 2016, when the article was written, there was no commercially available game engine that did this. Star Citizen needed to do this however and this required CIG to write their own custom game engine that basically scrapped and entirely re-designed all of the first person perspective animations in CryEngine. That is an absolutely massive undertaking and that is why no other games have bothered to do this properly.

Maybe Unity, Unreal and Cryengine aren't able to do it but there are lots of developers who use their own engine. It just shows that CIG picked the wrong engine if they ran into problems, it would've been way more efficient to build their own engine from scratch if you take a look at all their wasted money and development time.

IIRC Operation Flashpoint shared the same models for first and third person and maybe even Mount & Blade. I am pretty sure that I played some other games that did it as well.
 
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Maybe Unity, Unreal and Cryengine aren't able to do it but there are lots of developers who use their own engine. It just shows that CIG picked the wrong engine if they ran into problems, it would've been way more efficient to build their own engine from scratch if you take a look at all their wasted money and development time.

IIRC Operation Flashpoint shared the same models for first and third person and maybe even Mount & Blade. I am pretty sure that I played some other games that did it as well.

The choice of engine for SC was actually a rather complicated issue. Many people have suggested that Unreal would have actually been better than CryEngine in some ways but at the time SC development started (i.e., around 2014) CryEngine was a much easier option to start with. Now that they've completely re-written CryEngine to unify the first and third-person perspectives and created so many of the ship models and interiors it's too late to switch back at this point. On the plus side, using Amazon Lumberyard ensures they have a solid platform to continue the game using CryEngine (or rather, StarEngine which is CIG's own modified version). There's also the issue of overlapping physics grids, bind culling and many other essential issues that CIG is well into the development process using CryEngine so they can't really switch at this point without literally throwing away 4-5 years of work.

From a technical perspective though they would have needed to re-write the entire fps engine regardless of whether they went with CryEngine or not because no one offered a commercial solution that could do what they needed the engine to do at the time. At least with CryEngine they have a solid base to continue development even if it isn't necessarily the optimal choice for what they needed it to do. It's debatable whether they would have been better off just completely writing their own custom engine from scratch but at this point they have no choice but to continue with CryEngine.
 
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The choice of engine for SC was actually a rather complicated issue. Many people have suggested that Unreal would have actually been better than CryEngine in some ways but at the time SC development started (i.e., around 2014) CryEngine was a much easier option to start with. Now that they've completely re-written CryEngine to unify the first and third-person perspectives and created so many of the ship models and interiors it's too late to switch back at this point. On the plus side, using Amazon Lumberyard ensures they have a solid platform to continue the game using CryEngine (or rather, StarEngine which is CIG's own modified version). There's also the issue of overlapping physics grids, bind culling and many other essential issues that CIG is well into the development process using CryEngine so they can't really switch at this point without literally throwing away 4-5 years of work.

From a technical perspective though they would have needed to re-write the entire fps engine regardless of whether they went with CryEngine or not because no one offered a commercial solution that could do what they needed the engine to do at the time. At least with CryEngine they have a solid base to continue development even if it isn't necessarily the optimal choice for what they needed it to do. It's debatable whether they would have been better off just completely writing their own custom engine from scratch but at this point they have no choice but to continue with CryEngine.

I just read the article you linked earlier and Roberts says that 'most' other games don't share first and third person models and animations. He also said that only a few other developers are doing it. Before you call my post utter nonsense again it would be great if you could read and understand your own sources.
 
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