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Star Citizen Crowdfunding Milestones Discussion

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  • BabuinixBabuinix Member EpicPosts: 4,442
    edited January 2021

    :) 343$Millions :) B)

  • BabuinixBabuinix Member EpicPosts: 4,442

    :) 344$Millions :) B)

  • KnightFalzKnightFalz Member EpicPosts: 4,522
    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.
    botrytisBabuinix
  • botrytisbotrytis Member RarePosts: 3,363
    edited February 2021
    344 million on a tech demo with a game engine they did not design. WOW
    Post edited by botrytis on
    Babuinix


  • BabuinixBabuinix Member EpicPosts: 4,442
    edited February 2021
    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.

    :)


    francis_baud
  • francis_baudfrancis_baud Member RarePosts: 479
    With all its innovations and sublime graphics I can understand why people are throwing hundreds of millions of dollars their way.
    Babuinix
  • botrytisbotrytis Member RarePosts: 3,363
    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.
    Babuinix


  • BabuinixBabuinix Member EpicPosts: 4,442
    edited February 2021
    botrytis said:
    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
    "Old man yelling at clouds" vibes :D
  • francis_baudfrancis_baud Member RarePosts: 479
    edited February 2021
    botrytis said:
    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."
    Babuinixbotrytis
  • BabuinixBabuinix Member EpicPosts: 4,442
    botrytis said:
    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.

    Yeah that's a bit old by now.

    Last summer CIG's Lead Network programmer answer a similar question on the official forum: https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/cryengine-vs-starengine/3135119

    CryEngine vs StarEngine

    Hi Devs,

    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.

    Clive Johnson CIG@cjohnson:

    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.



    francis_baud
  • botrytisbotrytis Member RarePosts: 3,363
    Until the game is out there besides a tech demo, that list is a bunch of bollocks.


  • MendelMendel Member LegendaryPosts: 5,609
    Babuinix said:
    botrytis said:
    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.

    Yeah that's a bit old by now.

    Last summer CIG's Lead Network programmer answer a similar question on the official forum: https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/cryengine-vs-starengine/3135119

    CryEngine vs StarEngine

    Hi Devs,

    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.

    Clive Johnson CIG@cjohnson:

    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.

  • BabuinixBabuinix Member EpicPosts: 4,442
    botrytis said:
    Until the game is out there besides a tech demo, that list is a bunch of bollocks.
    Mendel said:
    So, "all things to all people".  I hope to live long enough to see something like that.  Only I doubt that I will.
    All of those features and tech are already in the playable build. More on the way. :)
  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Erillion said:
    DING !

    235 M$


    Have fun
    While you celebrate, keep in mind, those who are not in the ivory tower, do not see this as a good thing.

    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.
    Babuinix
  • BabuinixBabuinix Member EpicPosts: 4,442
    edited February 2021
    Enough already.
    Nah, we're good! :D





  • BabuinixBabuinix Member EpicPosts: 4,442
    edited February 2021

    :) 345$Millions :)B)

  • BabuinixBabuinix Member EpicPosts: 4,442

    :) 346$Millions :) B)

    Kyleran
  • KyleranKyleran Member LegendaryPosts: 43,975
    So how long until they reach $500M in crowdfunding, I'm thinking less than a year.

    "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






  • TheocritusTheocritus Member LegendaryPosts: 9,976
    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.
    botrytis
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,586
    Kyleran said:
    So how long until they reach $500M in crowdfunding, I'm thinking less than a year.
    I think the more important questions are:
    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)

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    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

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  • bonzoso21bonzoso21 Member UncommonPosts: 380
    • Multi-crewed ships
    • walking around ships in combat
    • Seamless transition between piloting and FPS
    • Dynamic Ship Damage

    You're right, Sea of Thieves is pretty cool.
    [Deleted User]
  • BabuinixBabuinix Member EpicPosts: 4,442
    bonzoso21 said:
    You're right, Sea of Thieves is pretty cool.
    Indeed it is! :D


  • BabuinixBabuinix Member EpicPosts: 4,442

    :) 347$Millions :) B)

  • BabuinixBabuinix Member EpicPosts: 4,442

    :) 348$Millions :) B)

  • BabuinixBabuinix Member EpicPosts: 4,442

    :) 349$Millions :) B)

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