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Hav posted:Interesting; so an extension of the old alpha and bump mapping by using more layers of the gradient. Yeah but specifically each layer is also a different angle. So the red channel is like, the angle from above, the blue channel is the angle from the X axis, and so on. That's how normal maps let you have hard edges and lips on things instead of where bump maps everything was smoothly interpolated between the height values. Same concept but smarter, more advanced. Here's an example because why not
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# ? Jan 2, 2020 22:17 |
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# ? Apr 29, 2024 01:01 |
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Hav posted:Interesting; so an extension of the old alpha and bump mapping by using more layers of the gradient. chris is that you?
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# ? Jan 2, 2020 22:22 |
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Sanya Juutilainen posted:Meanwhile in development teams that actually For some reason, this comparison (and notably the logical extension where those companies actually manage to turn a net profit as opposed to CI¬G's desperate need for ever greater whales and investors and other non-backing sources) reminded me of this old gem from Conspiracy of Fools: ENRON executives posted:“That's not the point,” Mark replied. “We need to keep investing to grow as fast as possible. Merrill Lynch says our valuation is all about EBITDA, not earnings.” UnknownTarget posted:I gotta ask - why is the physics grid thing so challenging/innovative? https://www.youtube.com/watch?v=LbY0mBXKKT0
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# ? Jan 2, 2020 22:35 |
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peter gabriel posted:chris is that you? My renders would bring all the boys to the yard. I could teach you, but I'd need a license.
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# ? Jan 2, 2020 22:37 |
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UnknownTarget posted:Yea, it seems to me like the better option would be to actually create a low-fidelity gravity model, create attractor plates and then kind of go from there. It seems like the volume-based approach is clunky and ends up causing a lot of other issues. I've played Children of a Dead Earth recently and it's definitely possible to do fully simulated gravity equations, though it occasionally slows down a lot. You can rip the assets out via various means. I did it a couple years ago for funsies and it made blender poo poo itself but after a bit of tinkering I got it into Unity and into a scene. I vaguely remember the polygon count for the freelancer being in the millions or something stupid but that could have been the hack job I did.
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# ? Jan 2, 2020 22:39 |
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A couple million pokies makes sense. It's less about the poly limit these days and more about the material shaders. GPUs can push a mind boggling amount of polies thru but each shader adds a draw call (hey, GPU, render this part of the frame). Reflections, effects, reflections of effects etc. stack really quickly and are harder to calculate so they suck up most resources. For example, if you have a transparent window, that's a draw call. The materials behind that window are a draw call. Then the GPU has to combine all those layers using a calculated depth map. All of this has overhead, whereas I regularly work with millions of polies in my 3d viewport in real time because shading effects aren't applied to them or if they are it's lightweight (somehow). Edit: I'll admit that I'm not super confident in my understanding of the Rendering pipeline. Whenever I want a refresher, the best source on the internet for the layman is Render Hell: https://simonschreibt.de/gat/renderhell/ On the normal map thing, here's a cool video that shows how the color of the map dictates the 3d vector that the light uses, demonstrated with the 3d lighting tools in Photoshop: https://youtu.be/EDoBwchJ6Vc UnknownTarget fucked around with this message at 23:11 on Jan 2, 2020 |
# ? Jan 2, 2020 23:00 |
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Iirc, Creative Assembly did the whole mid-poly geo and mesh decal thing first for Alien Isolation.
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# ? Jan 2, 2020 23:23 |
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So what fun do we have to look forward to in 2020? Anything fun happening in the Crytek lawsuit? Is Squadron 42 still expected by the end of June? Any important filings that need to be combed over? Big milestones like 300 million dollars in "crowdfunding" ?
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# ? Jan 2, 2020 23:24 |
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Strangler 42 posted:So what fun do we have to look forward to in 2020? Anything fun happening in the Crytek lawsuit? Is Squadron 42 still expected by the end of June? Any important filings that need to be combed over? Big milestones like 300 million dollars in "crowdfunding" ? Fun is not yet implemented, no, no, no, no.
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# ? Jan 2, 2020 23:29 |
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maybe we will see the implosion of cloud emporium in 2020
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# ? Jan 2, 2020 23:30 |
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The idea of fidelity in Star Citizen is laughable. They don't even have proper Newtonian physics. Everything is scaled wrong. Space has fake friction, ships seem to ignore gravity near planets, probably because Croberts himself is a loving moron who once said in a presentation that gravity is much weaker 50km above the surface of an Earth-sized planet. I supposed it's fidelitous to WW2 in space with aether.
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# ? Jan 3, 2020 00:11 |
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eXXon posted:The idea of fidelity in Star Citizen is laughable. They don't even have proper Newtonian physics. Everything is scaled wrong. Space has fake friction, ships seem to ignore gravity near planets, probably because Croberts himself is a loving moron who once said in a presentation that gravity is much weaker 50km above the surface of an Earth-sized planet. t-the ship's computers prevent you from accelerating f-for safety!!!!
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# ? Jan 3, 2020 00:31 |
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Fargin Icehole posted:I made a post awhile back about seemingly failed kickstarters and was rebuked by plenty of great examples. You can add the spiritual sequel to the Space Quest series to the list of sort-of known devs who disappointed. It's not even finished, as far as I know, and it should have been done years ago.
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# ? Jan 3, 2020 00:36 |
SC is so accurate it models Goons inability to body weight squat more than 10 times before suffering a heart attack.
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# ? Jan 3, 2020 00:37 |
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Popete posted:SC is so accurate it models Goons inability to body weight squat more than 10 times before suffering a heart attack. 9 is enough for any man. Devil take the decimal squatter and all who sail in her.
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# ? Jan 3, 2020 00:47 |
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Hav posted:9 is enough for any man. Devil take the decimal squatter and all who sail in her. Are you talking about The Titanic?
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# ? Jan 3, 2020 01:19 |
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eXXon posted:The idea of fidelity in Star Citizen is laughable. They don't even have proper Newtonian physics. Everything is scaled wrong. Space has fake friction, ships seem to ignore gravity near planets, probably because Croberts himself is a loving moron who once said in a presentation that gravity is much weaker 50km above the surface of an Earth-sized planet. The flight model is definably an area where they've straight up dumped fidelity. Ships having straight up preset flight performance instead of derived is pathetic when there are games out there like Empyrion or Space Engineers that use entirely derived flight performance on arbitrarily-designed ships. Not that it matters if they never actually implement damage on their ships properly. Though I guess they correctly assumed there was no point until they finish refactoring everything (lol).
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# ? Jan 3, 2020 01:35 |
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Bloodstained succeeds as a ten-hour Castlevania with a twenty-hour crafting game on top of that. I hated the space-flight in Outer Wilds at first until I grasped that you have to match the velocity of the body you want to land on, and every body has a gravitational-pull you want to attach to like a fridge-magnet. While it's not the first seamless open-world game made on Unity I've played (Subnautica) it stands as extremely well optimised given it has so many moving parts across it's solar-system. Meanwhile on SC you can't run up a ramp without it shivering.
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# ? Jan 3, 2020 01:38 |
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Bofast posted:You can add the spiritual sequel to the Space Quest series to the list of sort-of known devs who disappointed. It's not even finished, as far as I know, and it should have been done years ago. TBCF one of the guys got sick and hasn't been able to work on it and they're super out of money so it's just them getting whatever they can done around supporting themselves. I'm not sure how I feel about this ultimately, however. Also they haven't doubled down on asking for more money or w/e yet EDIT: Also The Megatokyo fundraiser is still nowhere to be seen, and Pathfinder Online is limping along still technically not canceled cause there's literally one programmer who puts out a patch about once a quarter or so. Every once in a while the CEO says something about how it's her fave project, but PF has enough issues trying to release version 2 for a community built up around their hatred of new versions of things. Also don't forget Brad Mcquaid's various ... things. SoftNum fucked around with this message at 02:15 on Jan 3, 2020 |
# ? Jan 3, 2020 02:07 |
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SoftNum posted:TBCF one of the guys got sick and hasn't been able to work on it and they're super out of money so it's just them getting whatever they can done around supporting themselves. I'm not sure how I feel about this ultimately, however. Their pick for narrator died in 2015 as well. SpaceVenture is the dark comedy version of Star Citizen, and i greet the missed deadlines more like old friends than get mad about it.
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# ? Jan 3, 2020 02:50 |
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SoftNum posted:TBCF one of the guys got sick and hasn't been able to work on it and they're super out of money so it's just them getting whatever they can done around supporting themselves. I'm not sure how I feel about this ultimately, however. Them running out of money seems like a pretty common problem with Kickstarter devs who are used to having someone else (Sierra, in this case) keeping an eye on them in the past or who just ask for too little money to actually make the thing they plan to make. It just kind of sucks for everyone involved that we don't even know if they can ever finish the game or not.
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# ? Jan 3, 2020 03:07 |
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I remember when a mod here banned someone for insulting Sandis business acumen
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# ? Jan 3, 2020 03:32 |
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eXXon posted:The idea of fidelity in Star Citizen is laughable. They don't even have proper Newtonian physics. Everything is scaled wrong. Space has fake friction, ships seem to ignore gravity near planets, probably because Croberts himself is a loving moron who once said in a presentation that gravity is much weaker 50km above the surface of an Earth-sized planet. Heh looks like those imitators at Microsoft were so inspired by Star Citizen's snow effects and cityscapes, they had to come up with their own Tier 0 implementation for Flight Simulator. https://www.youtube.com/watch?v=PQFmpakz9Yo
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# ? Jan 3, 2020 04:50 |
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Bofast posted:You can add the spiritual sequel to the Space Quest series to the list of sort-of known devs who disappointed. It's not even finished, as far as I know, and it should have been done years ago. I also grew up playing the space quest series! I remember that one, "Two guys from Andromeda". What the hell happened to it? Fargin Icehole fucked around with this message at 05:28 on Jan 3, 2020 |
# ? Jan 3, 2020 04:58 |
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Bubbacub posted:Heh looks like those imitators at Microsoft were so inspired by Star Citizen's snow effects and cityscapes, they had to come up with their own Tier 0 implementation for Flight Simulator. Yeah but can you get up and walk to the passenger cabin of your plane and serve a Hairy Roberts via complex drink mixing mechanics? I think not. Obviously it’s just another poo poo tier low fidelity game from a big publisher. colonelwest fucked around with this message at 08:12 on Jan 3, 2020 |
# ? Jan 3, 2020 05:14 |
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Fargin Icehole posted:I also free up playing the space quest series! I remember that one, "Two guys from Andromeda". It's been almost done for like 2 years or something (supposedly). They haven't posted in 6 months and only posted twice in all of 2019.
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# ? Jan 3, 2020 05:27 |
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TheDeadlyShoe posted:The flight model is definably an area where they've straight up dumped fidelity. Ships having straight up preset flight performance instead of derived is pathetic when there are games out there like Empyrion or Space Engineers that use entirely derived flight performance on arbitrarily-designed ships. Not that it matters if they never actually implement damage on their ships properly. Though I guess they correctly assumed there was no point until they finish refactoring everything (lol). Once upon a time it all worked, you could take the missiles off and accelerate faster etc. This is when they had good Devs setting out to make the BDSE. They quietly dropped this for two reasons First when it's all simulation you spend 100's of hours getting a ship to handle right, things like the location of thursters, force and weight really matter. Having some twat in black turtle neck say I want to make the hortnet 30% longer because I think it would be cooler ruins all the hard work. Second when they developed all the ships for a hard core single player sim, having to transmit the ship simulation to 49 a other players was not a requirement. Chris knows best and we copy paste our sq42 assets into the *MMO" and you had a 2.x patch where you would be downloading like 5mbs when other players on the sever. As you needed constant updates on every gimbled thursters. To address this they threw all the simulation work in the bin and the no clip model was born. Every dev working on it quit or got moved on.
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# ? Jan 3, 2020 05:36 |
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Hav posted:They're not actually creating anything, they're utilizing and extending. We're not actually sure if they're up to date on the Lumberyard core because it did appear at one point they were modifying the core engine rather than extending it. They are not even using Lumberyard, Lumberyard is forked from Cryengine a few versions after the version of Cryengine that SC uses. Chris argues that the lumberyard license allows him to use that version of Cryengine without paying Crytech any more in licensing.
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# ? Jan 3, 2020 09:18 |
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ggangensis posted:Afaik CIG is on CryEngine 3 (initial release oct. 2009), which might explain this: You're right. I was outlining the irony of CIG cutting ties with Crytek, when Crytek seem to be enabling more and more functionality with Cryengine, to try and stay relevant, whereby CIG are stuck with an outdated branch.
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# ? Jan 3, 2020 09:40 |
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Sarsapariller posted:I have to ask, because I really don't understand- the bug report system has been out and in use for like, four years now. To the best of my knowledge, like six bugs have actually been reported "Fixed" in the system in that time- literally six out of tens of thousands reported. I mean, it's not like the game gets any visible fixes to long standing issues- or if it does, they have no regression testing, because poo poo gets broken again the very next patch. I wrote a list of ideas on how to improve the whole reporting system when it was first created, (circa 2015) as to me at the time it reminded me of the office "ideas box", that the manager would empty into the bin once a week. Strangely that post never got any feedback either. I wonder if they are still considering my fantastic ideas?
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# ? Jan 3, 2020 09:53 |
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Rugganovich posted:You're right. Yeah, as you've put it, it seems like an interesting constant in CRs life. First he pisses off MS (effectively booting him from Freelancer development), after that, Kevin Costner (basically booting him from Hollywood) and now he pissed of CryTek, possible the only people on the planet that could at least somewhat salvage their "StarEngine" by throwing away everything CIG did and redo it within sane architectural limits. But yeah, probably even that would only delay the inevitable, that whole idea of the highly fidelitious PU is destined to fail since it's inception. It`s just a vehicle to sell jpegs.
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# ? Jan 3, 2020 10:21 |
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Fargin Icehole posted:Julian Gollop of X-Com Fame's Phoenix Point, same thing. Phoenix Point is actually extremely good.
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# ? Jan 3, 2020 11:19 |
I know that poo poo takes ages to ever see a courtroom in the US but are they still in the "pay obscene amounts of money to keep making new filings that delay discovery" phase or has the court case moved at all? Also what did CIG gain by breaking their contract with crytek? Did they get an injection of funding from Amazon or did they just hope they'd be able to stop paying license fees to crytek and stop some of the bleeding
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# ? Jan 3, 2020 11:22 |
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Speaking of spacecourt idk what it means, are Crytek voluntarily dismissing the lawsuit?
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# ? Jan 3, 2020 11:31 |
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Daztek posted:Speaking of spacecourt Joint STIPULATION to Continue Trial and Related Dates and Regarding Briefing Schedule for Plaintiff's Motion to Dismiss Voluntarily filed by Defendants Cloud Imperium Games Corp., Roberts Space Industries Corp.(Goldman, Jeremy) https://docdro.id/t4uERy1 Att: 1 Proposed Order https://docdro.id/alz5usW
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# ? Jan 3, 2020 11:46 |
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quote:During a telephone conference regarding settlement on December 4, 2019, counsel for Crytek noted that in addition to settlement, it was considering a motion to dismiss based on CIG’s recently served objections and responses to Crytek’s Interrogatories. What a twist. I guess as long as Squadron 42 isn't released, there isn't a reason to sue them lol
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# ? Jan 3, 2020 11:48 |
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Even Crytek knows there ain't no blood in this stone
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# ? Jan 3, 2020 11:53 |
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Mu77ley posted:Phoenix Point is actually extremely good. How do I avoid the difficulty bump when all the enemies start having insane armor? A full squad barely takes down one enemy in a turn while their troops can kill my dudes in one attack.
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# ? Jan 3, 2020 11:57 |
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Daztek posted:What a twist. I guess as long as Squadron 42 isn't released, there isn't a reason to sue them lol cue victory laps.
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# ? Jan 3, 2020 12:01 |
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# ? Apr 29, 2024 01:01 |
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Daztek posted:What a twist. I guess as long as Squadron 42 isn't released, there isn't a reason to sue them lol Well then they will loving never get sued lol
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# ? Jan 3, 2020 12:12 |