Continued investment in a project isn't indicative of the ongoing merit of it such that it goes without saying. Good money spent after bad and the inability of some to let go are both far too common for that to be so. This could just as easily be driven by optimism and gullibility as likely future worth.
Continued investment in a project isn't indicative of the ongoing merit of it such that it goes without saying. Good money spent after bad and the inability of some to let go are both far too common for that to be so. This could just as easily be driven by optimism and gullibility as likely future worth.
Or as a game is developed and gets better more people join the fun.
With all its innovations and sublime graphics I can understand why people are throwing hundreds of millions of dollars their way.
What innovations? OHH - doors that open and close?
Sorry, if they actually spent the time with their OWN game engine, then yes there could be innovations. As it is now, I don't see anything innovative, just also ran.
With all its innovations and sublime graphics I can understand why people are throwing hundreds of millions of dollars their way.
What innovations? OHH - doors that open and close? Sorry, if they actually spent the time with their OWN game engine, then yes there could be innovations. As it is now, I don't see anything innovative, just also ran.
But they have been developing their OWN game engine lol
With all its innovations and sublime graphics I can understand why people are throwing hundreds of millions of dollars their way.
What innovations? OHH - doors that open and close?
Sorry, if they actually spent the time with their OWN game engine, then yes there could be innovations. As it is now, I don't see anything innovative, just also ran.
I've copied elements of threads found on reddit (1, 2). There may be inaccuracies or outdated information.
Multi-crewed ships
Nested physics grids, allowing for walking around ships in combat
Seamless transition between piloting and FPS
Integration of first and third person models (never done before in an MMO)
Dynamic detection of different ship emissions (IR, EM, Cross-section)
Dynamic Damage model where systems are actually where they should be. Damage a pipe, and certain systems go down. [...] have ships that have ridiculous levels of damage localization, with actual insides and working moving parts that can be accessed and damaged at a systemic level
64 bit positioning, never done before in an MMO.
Nested instances that allow data to go between them
Full-scale solar systems that allow you to fly between locations without jumping or cruising
seamless gameplay from FPS to ship to planet's surface
universe grid within universe grid concept [...] All the players inside [the ship] are experiencing gravity, they're standing right side up... while you are in a different physics grid outside the ship in zero G
SC breaks the mold by offering multiple solutions to the same mission. You could use diplomacy, go in guns blazing, create a distraction and use stealth
SC exists in a massive simulated universe. (yes, not as big as NMS or ED) but these planets are for the most part hand crafted [procedurally assisted] [...] each planet, asteroid belt, star, and anomaly will be given constraints for its generation, then edited heavily and given the climate and continent size [...] will rely on a lot of hand-crafted and edited generated content to give players more depth of content instead of width
combine not only a nested physics grid system but also have those grid's content being loaded and streamed seamlessly at a systemic level in the engine
The job batching system for spreading the CPU load across all cores is fairly cutting edge - most games just settle for 3-4 main threads
unprecedented monetization scheme
large-scale server meshing
"You can make the point that some of these things have been done individually before, but never pushed as far, never in such a complex combination, and never at this level of success."
"The real magic is that CIG will be the first to put all these technologies together, and the first to have seamless FPS, EVA, ship flight, walking around a ship in flight, multicrew, planetary landings, MMO, economy, many occupations/roles to play, and a visual specticle all in one game with no loading screens."
With all its innovations and sublime graphics I can understand why people are throwing hundreds of millions of dollars their way.
What innovations? OHH - doors that open and close?
Sorry, if they actually spent the time with their OWN game engine, then yes there could be innovations. As it is now, I don't see anything innovative, just also ran.
I've copied elements of threads found on reddit (1, 2). There may be inaccuracies or outdated information.
I'm
kind of curious about what significant changes have been made to
CryEngine to get it to work with the vision of Star Citizen. I know
CIG/CR hired a bunch of developers that worked extensively on CryEngine
and I can only surmise this meant that those developers would be able to
take the existing engine and re-purpose/re-factor and build on what the
CryEngine's original design was to better accomodate Star Citizen.
So my question(s) are basically, what major parts of the CryEngine have been replaced as its transitioned to StarEngine? I imagine the entire netcode had to be re-done? Is
pCache legacy code of the CryEngine system and thats why iCache is
needed to essentially completely replace this entire system? How much of CryEngine legacy code still remains, has most of it been completely replaced in the transition to StarEngine?
It
would make for an interesting segment in one of the Inside Star Citizen
to hear about how much has had to be changed in the base game engine
and what still needs to be changed and/or how much of the original
engine is still being used.
I
have no idea what the full list would be but here are some of the
things changed/replaced/added that immediately spring to mind, in no
particular order.
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
There
are many, many more. Not to mention all the tools, scripts, backend
services and web services needed to create and edit content, build the
executables and asset files, deploy the servers, download clients and
allow the game to actually run.
With all its innovations and sublime graphics I can understand why people are throwing hundreds of millions of dollars their way.
What innovations? OHH - doors that open and close?
Sorry, if they actually spent the time with their OWN game engine, then yes there could be innovations. As it is now, I don't see anything innovative, just also ran.
I've copied elements of threads found on reddit (1, 2). There may be inaccuracies or outdated information.
I'm
kind of curious about what significant changes have been made to
CryEngine to get it to work with the vision of Star Citizen. I know
CIG/CR hired a bunch of developers that worked extensively on CryEngine
and I can only surmise this meant that those developers would be able to
take the existing engine and re-purpose/re-factor and build on what the
CryEngine's original design was to better accomodate Star Citizen.
So my question(s) are basically, what major parts of the CryEngine have been replaced as its transitioned to StarEngine? I imagine the entire netcode had to be re-done? Is
pCache legacy code of the CryEngine system and thats why iCache is
needed to essentially completely replace this entire system? How much of CryEngine legacy code still remains, has most of it been completely replaced in the transition to StarEngine?
It
would make for an interesting segment in one of the Inside Star Citizen
to hear about how much has had to be changed in the base game engine
and what still needs to be changed and/or how much of the original
engine is still being used.
I
have no idea what the full list would be but here are some of the
things changed/replaced/added that immediately spring to mind, in no
particular order.
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
There
are many, many more. Not to mention all the tools, scripts, backend
services and web services needed to create and edit content, build the
executables and asset files, deploy the servers, download clients and
allow the game to actually run.
So, "all things to all people". I hope to live long enough to see something like that. Only I doubt that I will.
Logic, my dear, merely enables one to be wrong with great authority.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Until I see a released game that is running smoothly and profitably it is money wasted as far as I am concerned......They could come out tomorrow and say they spent all the money on blow and hookers and it wouldn't surprise me.
Comments
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Sorry, if they actually spent the time with their OWN game engine, then yes there could be innovations. As it is now, I don't see anything innovative, just also ran.
I've copied elements of threads found on reddit (1, 2). There may be inaccuracies or outdated information.
"The real magic is that CIG will be the first to put all these technologies together, and the first to have seamless FPS, EVA, ship flight, walking around a ship in flight, multicrew, planetary landings, MMO, economy, many occupations/roles to play, and a visual specticle all in one game with no loading screens."
CryEngine vs StarEngine
I'm kind of curious about what significant changes have been made to CryEngine to get it to work with the vision of Star Citizen. I know CIG/CR hired a bunch of developers that worked extensively on CryEngine and I can only surmise this meant that those developers would be able to take the existing engine and re-purpose/re-factor and build on what the CryEngine's original design was to better accomodate Star Citizen.
So my question(s) are basically, what major parts of the CryEngine have been replaced as its transitioned to StarEngine?
I imagine the entire netcode had to be re-done?
Is pCache legacy code of the CryEngine system and thats why iCache is needed to essentially completely replace this entire system?
How much of CryEngine legacy code still remains, has most of it been completely replaced in the transition to StarEngine?
It would make for an interesting segment in one of the Inside Star Citizen to hear about how much has had to be changed in the base game engine and what still needs to be changed and/or how much of the original engine is still being used.
Logic, my dear, merely enables one to be wrong with great authority.
You are in a bubble or echo chamber.
Funding a project as well as this, would be a good thing in general.........But the problem is that it's going on 10 years.
Enough already.
345$Millions
346$Millions
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
How much is left?
What is the burn rate?
How much further is there to go?
Funding raised is an important piece of info but it doesn’t tell much without the others.
Maybe Chris just invested the funds into Bitcoin
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
You're right, Sea of Thieves is pretty cool.
347$Millions
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