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TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

skeletors_condom posted:

BoredGamer: Star Citizen - Should You Get a Subscription?

https://www.youtube.com/watch?v=pJaeUeKANf8

What a shill. I don't believe that the only kickback(s) he received was a new PC. There is just too much corporate agit-prop.

i watched a few bored gamer videos when i was trying to figure out what was going on with star citizen, it was funny because he called people literally insane for giving him money. I am not sure at this point if it was an affectation or a sort of scream for help from a man feeling trapped by his job. Perhaps he could justify bailing if people would stop sending him money.

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Blue On Blue
Nov 14, 2012

Beet Wagon posted:

why don't star citizens own furniture

I'd post that picture of Clifford's bed bug ridden fold out couch but , you can just imagine it

Sarsapariller
Aug 14, 2015

Occasional vampire queen

new phone who dis posted:

I actually followed this thread for a long time so I know how deep the hole goes, I was just wondering if anything had happened in the last 2 years or so that was significant. I think the last time I was here an employee was dishing dirt and there was tickle porn.

The biggest thing is that they got an outside investor and had to reveal their financials as part of the deal, and as part of those financials it turned out they were basically a year away from bankruptcy when they took the money. They were consistently making 30million a year for loving nothing and Chris still managed to piss it into the red.

The investor gave them an extra year of runway but they had to meet a quarterly release schedule and have the single player game out by 2020. It's been... about a year since then. They've squirted out three incredibly stripped-down patches and fans are getting really riled because they're failing very visibly in the public eye. It's looking extremely unlikely that they will have even the barest-bones version on the single player game ready next year. They continue to sell ludicrously overpriced trash- the latest was a 140 dollar anti-air tank, in a space game, that had a total range of 2km and the missiles didn't do any damage.

As far as actual releases go- nothing really, the thin quarterly patches that they shove out purport to introduce more features but mostly just break the existing game further. They do poo poo in the most nonsensical backwards ways, like making the fully enclosed elevators actually move through the buildings of the world, and it introduces a million bugs and ways to die that they then ignore forever. The game is 100% tedious and 100% lethal at the same time.

The most exciting thing community wise was the introduction of the streamer Rexzilla who is literally paid to try and organize 50 muppets into live-action "PvP battles" inside the game proper, by flying them all out to one location or another and having them shoot at each other because there are no objectives or teams in Star Citizen and there's barely even functional weapons. Mostly what he actually does is force them to stand in parade lines and yell at them on twitch about how cool they are, which is, uh... it's something to see. Anyway he got all the cross-promotion and money from the company and it pissed all the other idiots off who'd been shilling this trash relentlessly for the last 7 years, so a bunch of them rebelled and that didn't really go anywhere and now 7 months later they're slowly crawling back, it's awesome.

Danknificent
Nov 20, 2015

Jinkies! Looks like we've got a mystery on our hands.

Sarsapariller posted:

The biggest thing is that they got an outside investor and had to reveal their financials as part of the deal, and as part of those financials it turned out they were basically a year away from bankruptcy when they took the money. They were consistently making 30million a year for loving nothing and Chris still managed to piss it into the red.

The investor gave them an extra year of runway but they had to meet a quarterly release schedule and have the single player game out by 2020. It's been... about a year since then. They've squirted out three incredibly stripped-down patches and fans are getting really riled because they're failing very visibly in the public eye. It's looking extremely unlikely that they will have even the barest-bones version on the single player game ready next year. They continue to sell ludicrously overpriced trash- the latest was a 140 dollar anti-air tank, in a space game, that had a total range of 2km and the missiles didn't do any damage.

As far as actual releases go- nothing really, the thin quarterly patches that they shove out purport to introduce more features but mostly just break the existing game further. They do poo poo in the most nonsensical backwards ways, like making the fully enclosed elevators actually move through the buildings of the world, and it introduces a million bugs and ways to die that they then ignore forever. The game is 100% tedious and 100% lethal at the same time.

The most exciting thing community wise was the introduction of the streamer Rexzilla who is literally paid to try and organize 50 muppets into live-action "PvP battles" inside the game proper, by flying them all out to one location or another and having them shoot at each other because there are no objectives or teams in Star Citizen and there's barely even functional weapons. Mostly what he actually does is force them to stand in parade lines and yell at them on twitch about how cool they are, which is, uh... it's something to see. Anyway he got all the cross-promotion and money from the company and it pissed all the other idiots off who'd been shilling this trash relentlessly for the last 7 years, so a bunch of them rebelled and that didn't really go anywhere and now 7 months later they're slowly crawling back, it's awesome.

Jinkies!

Sarsapariller
Aug 14, 2015

Occasional vampire queen

Alright it's time for the post I actually came her for tonight, another episode of INSIDE STAR CITIZEN

https://www.youtube.com/watch?v=bsRe5-6Iq_4

The 8 minute show that costs roughly half a million dollars a week to produce!

* Today's episode will be about gameplay! Haha no, just kidding! It's about particle effects.
* Do you know what a "Signed Distance Field" is? Is this another thing we just invented, and it actually means "hitbox?" We'll never tell!
* Okay today's episode is literally about making the sparks bounce nicely. That's- that's it. They put this out with their heads held high.
* Oh good there's another segment. They sent their audio team to loving sweden to record... chemistry noises? Guess you couldn't get those anywhere else, foley guys? Hope you enjoyed your paid vacation.
* And of course the "Picture of a non-functional spaceship" segment at the end. Looks like those mysterious space gypsies are really into early-2000's spooky-organic alien architecture! An extremely generic design choice from the masterminds at CIG, who no doubt had to spend 6 months underwater studying dolphin loving or something to come up with it.

trucutru
Jul 9, 2003

by Fluffdaddy

Sarsapariller posted:


* Do you know what a "Signed Distance Field" is? Is this another thing we just invented, and it actually means "hitbox?" We'll never tell!
* Okay today's episode is literally about making the sparks bounce nicely. That's- that's it. They put this out with their heads held high.

You just don't get it. Signed Distance Fields (SDFs) is extremely important tech



And eventually, hopefully 'soon', it'll be here.

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day

Sarsapariller posted:

The investor gave them an extra year of runway but they had to meet a quarterly release schedule and have the single player game out by 2020. It's been... about a year since then. They've squirted out three incredibly stripped-down patches and fans are getting really riled because they're failing very visibly in the public eye. It's looking extremely unlikely that they will have even the barest-bones version on the single player game ready next year. They continue to sell ludicrously overpriced trash- the latest was a 140 dollar anti-air tank, in a space game, that had a total range of 2km and the missiles didn't do any damage.

Is a SQ42 release in 2020 an investor imposition? What happens if they don't meet the deadline?

colonelwest
Jun 30, 2018

We think of ourselves as the Knights of the Holy Progress. This is another lie. We are only seeking dreams. We have no need of finished game mechanics. We need pictures of spaceships. We don't know what to do with actual released video games.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Conspiratiorist posted:

Is a SQ42 release in 2020 an investor imposition? What happens if they don't meet the deadline?

Its possible the Calders are leaning on them, but we have no proof.

If they are, this is good, because backers then can blame the Calders for rushing CIG if SQ42 turns out to be a buggy mess and terrible story, and then they don't have to blame CR.

If its late, CR simply absolves himself.

Sarsapariller
Aug 14, 2015

Occasional vampire queen

Conspiratiorist posted:

Is a SQ42 release in 2020 an investor imposition? What happens if they don't meet the deadline?

:iiam:

Dogeh
Aug 30, 2017

ShitMeter: -------------|- 99%

Conspiratiorist posted:

Is a SQ42 release in 2020 an investor imposition? What happens if they don't meet the deadline?

Derek will call it.
Crobear will absolve himself.
Ortwin will be setting up the tax haven for them to retreat to

Sarsapariller
Aug 14, 2015

Occasional vampire queen

Oh good! A citizen has emerged to explain the signed depth fields to us.

Now I'm no 3D modeler but I'm pretty sure that 90% of what this guy is saying is so wrong that it's like stimpire.txt except for 3D modeling

:reddit: posted:

OK. Here's a really simplified version.

All solid object assets in the game are made of 3D meshes. Even small particles that just look like lights, or ships, or player avatars. These are comprised of points in a 3D space called vertices, a Vertex is a single point in 3D space defined by 3 numbers - X, Y and Z values. You need 3 vertices joined together by a flat plane to create a 'Face' some 3D renderers (game engine for example) use these triangular flat planes, some join two triangles together by sharing two vertices to create a 4 point polygon flat plane to show one Face as in the image linked above.

A model is made of many Faces. The more Faces, the more memory is needed to load and display the model, the more megabytes you will need to download. Scale is not important. A tiny highly detailed model with many hundreds of thousands of Faces will take a huge amount of system resources, whereas a simple huge 3D model with only a few dozen Faces will take very few resources.

Each Face has only one side which will display a texture or a physical property such as light reflection or hard surface collision. This is called the 'Normal'. Normals only work on one side of a Face. If you collide with a face from the wrong side you either get no result, or get unexpected results in the physics engine. The easiest way to think about it is: The Normal is the side you 'normally' interact with and see because 3D models are not solid inside.

Because 3D meshes are so resource hungry and would be massive files to download each time you download the game a more efficient version of showing a solid object or detail on an object called PBR was developed initially purely for complex light rays to interact with to create an illusion of detail, but later other interactions became possible. Physically Based Rendering - this takes place on GPU, not the CPU.

You can use images called height maps, or bump maps on the 3D mesh Faces that give the impression that there is far more detail to the model than was ever actually made by the modeller. So that you can download a very simple model with a few Faces and a Black and White image to recreate a very complex looking model in the game engine. Also because the 3D model is simpler it loads into system memory faster to be worked on by the CPU. The 3D mesh and Normals is simple, the view and light interactions is highly complex.

What the PBR system and height map does is tell the game engine to break each Face on the 3D model into smaller sections, then the black and white values of the image are applied to the 'height' of the vertices of the model at that new smaller subdivided Face to create finer detail. (Eg. 0 = black, the lowest point, 255 = White, the highest point, you can invert this).

Unfortunately everything that interacts with 'Normals' won't interact with the height map generated model, and the height map faked 3D is held in VRAM not the CPU/RAM where the physics engine is working to make everything appear to react to a solid object. This is why you can appear to sink into the ground in certain places in the game because the 3D mesh and height map generated imagery are not matching up, your feet are colliding with the underlying 3D mesh Face Normals not the image of the ground surface which because of the height map appears 'above' the mesh.

The way to get around this is to take the height map computations from the GPU that define the object shape that you actually see and treat them like an invisible skin - this is the Signed Distance Field - it's the distance between the 3D model surface Faces inside, and the height map outside. It doesn't match the 3D mesh with it's Normals exactly, it matches the height map representation that overlays the 3D mesh. It's calculating new Vertices and Faces 'On-The-Fly' via the CPU. Then you tell the physics engine running on the CPU thread that anything that touches that skin should behave as though it contacted the 'Normal' of the 3D mesh, and so it appears that you have a solid surface reacting as if in the real world but it is a temporary virtual skin created by the GPU.

There are 3D model programs that do this, and then you could save the 3D 'skin' as a more complex 3D mesh to export. If you didn't save the new 3D mesh it was lost when you closed that Work In Progress Window just like your game assets are lost when you close the game, or go somewhere away from that game asset. Here is a guy creating a complex 3D mesh terrain from a simple few Faces flat mesh. When he first makes the model it is 26.2mb, and 1000 Faces when he finally finishes it is 465mb and 91 million Faces, but you could download the 26mb flat plane model and image and recreate the island yourself exactly the same as his with Blender, On-The-Fly just the way the Lumberyard engine does with the simple 3D models and height maps it gets from CIG. What he takes nearly 10 minutes to do on one model mesh, the PBR renderer in Lumberyard does in about 1/1000th of a second on multiple meshes. The difference between the underlying Orange flat model he started with and the virtual grey terrain model of the Island of Capri is the Signed Distance Field.

Short version: A Signed Distance Field is a very detailed invisible temporary memory resident only skin wrapped loosely around a very simple downloaded 3D model which is informed by the underlying mesh 'Normals' reaction to the world around it.

AbstractNapper
Jun 5, 2011

I can help

Sarsapariller posted:

* Okay today's episode is literally about making the sparks bounce nicely. That's- that's it. They put this out with their heads held high.

Btw, there is a Crysis mod that worked on that a decade ago; (there have been other mods that deal with more particles and bouncing sparks since)
https://www.youtube.com/watch?v=4eSG04ThpSQ

SPERMCUBE.ORG
Nov 3, 2011

Space commies are th' biggest threat t' red-blooded American Freedom we got in th' future. So me and my boys got to talking over a few hot dogs the other day and this is what we came up with...

new phone who dis posted:

I actually followed this thread for a long time so I know how deep the hole goes, I was just wondering if anything had happened in the last 2 years or so that was significant. I think the last time I was here an employee was dishing dirt and there was tickle porn.

Forbes printed a story about how Chris is a disaster and Sandi stalked his wife and child and then strangled him resulting in a restraining order but then they got married anyway because love conquers all.

MedicineHut
Feb 25, 2016


Great use of those 46$m!

MedicineHut
Feb 25, 2016

Agony Aunt posted:

Its possible the Calders are leaning on them, but we have no proof.

If they are, this is good, because backers then can blame the Calders for rushing CIG if SQ42 turns out to be a buggy mess and terrible story, and then they don't have to blame CR.

If its late, CR simply absolves himself.

Hopefully it will not be that easy:

https://robertsspaceindustries.com/comm-link/transmission/16912-Letter-From-The-Chairman

quote:

The control of the company and the board still firmly stays with myself as Chairman, CEO and majority shareholder.

Jonny Shiloh
Mar 7, 2019
You 'orrible little man

Sarsapariller posted:


* Okay today's episode is literally about making the sparks bounce nicely. That's- that's it. They put this out with their heads held high.

I'm the real-life laws of physics defying sparks which speed up as they hit the ground and bounce a couple of times.

Sarsapariller posted:

* Oh good there's another segment. They sent their audio team to loving sweden to record... chemistry noises? Guess you couldn't get those anywhere else, foley guys? Hope you enjoyed your paid vacation.

Don't forget their friends Pole Position Productions (https://www.pole.se)!

Chocobo
Oct 15, 2012


Here comes a new challenger!
Oven Wrangler
Star Citizen: Imagine LARPing in a Video Game!

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away



He is displaying, not merch, but an overpriced enterprise grade SSD that doesn't have a real use in a consumer computer that he bought because it was hamfistedly advertised with Star Citizen poo poo.

To use a car analogy, he bought racing tires for his mazda because they came in a Star Citizen box. And he is proud of that box.

AbstractNapper
Jun 5, 2011

I can help
Kind of looking forward to the big fire those will burn. Extra comedy points if he makes a video out of it.

Mr Fronts
Jan 31, 2016

Yo! The Mafia supports you. But don't tell no one. Spread the word.

SPERMCUBE.ORG posted:

Forbes printed a story about how Chris is a disaster and Sandi stalked his wife and child and then strangled him resulting in a restraining order but then they got married anyway because love conquers all.

Come on, be fair. She absolved herself.

Agony Aunt
Apr 17, 2018

by LITERALLY AN ADMIN

Take a look at what Gariott did when things went downhill with SoTA. He gave the CEO role to someone else.

MedicineHut
Feb 25, 2016

Agony Aunt posted:

Take a look at what Gariott did when things went downhill with SoTA. He gave the CEO role to someone else.

Ah ok. Yes but if CR decides to give up after allegedly having full control and 300+ m then it is going to be very difficult for backers to rationalize his gently caress up.

stinch
Nov 21, 2013

lol, I gave CR $2,500 in 2013 so he better give me a mediocre game by 2022.

todd_777
Dec 31, 2008

Sarsapariller posted:

Oh good! A citizen has emerged to explain the signed depth fields to us.

Now I'm no 3D modeler but I'm pretty sure that 90% of what this guy is saying is so wrong that it's like stimpire.txt except for 3D modeling

Yeah it's essentially gibberish. I do a bit of 3d work as part of my job, I am not a specialist, and I don't work with real-time engines, so take what I say with a grain of salt, but yeah, this is just hilariously wrong.

quote:

Each Face has only one side which will display a texture or a physical property such as light reflection or hard surface collision. This is called the 'Normal'. Normals only work on one side of a Face. If you collide with a face from the wrong side you either get no result, or get unexpected results in the physics engine. The easiest way to think about it is: The Normal is the side you 'normally' interact with and see because 3D models are not solid inside.

The normal is just the direction perpendicular to the tangent of a polygon. a single-sided or double-sided polygon can have the exact same normal.

quote:

Because 3D meshes are so resource hungry and would be massive files to download each time you download the game a more efficient version of showing a solid object or detail on an object called PBR was developed initially purely for complex light rays to interact with to create an illusion of detail, but later other interactions became possible. Physically Based Rendering - this takes place on GPU, not the CPU.

You can use images called height maps, or bump maps on the 3D mesh Faces that give the impression that there is far more detail to the model than was ever actually made by the modeller. So that you can download a very simple model with a few Faces and a Black and White image to recreate a very complex looking model in the game engine. Also because the 3D model is simpler it loads into system memory faster to be worked on by the CPU. The 3D mesh and Normals is simple, the view and light interactions is highly complex.

This is hard to unpack because he's conflating a bunch of things.

He's talking about baking normal maps from high poly sculpts and applying them to low poly game assets.

Then he's also talking about PBR shaders, which frequently involve normal maps, but they're a much wider topic and not relevant to collision detection. Neither are normal maps actually, lol.

Then he mentions bump maps, which are more primitive and probably aren't being used where normal maps are available.

By height maps I think he means displacement maps, which generally do the opposite of what he is describing – They take a low poly asset and subdivide it to yield a high poly asset. It's a bit (but not really) like a normal map in reverse. They could also take a flat mesh composed of many vertices and move those vertices along an axis, depending on what you're trying to do. But we're now getting closer to all of this having a point.

quote:

What the PBR system and height map does is tell the game engine to break each Face on the 3D model into smaller sections, then the black and white values of the image are applied to the 'height' of the vertices of the model at that new smaller subdivided Face to create finer detail. (Eg. 0 = black, the lowest point, 255 = White, the highest point, you can invert this).

Unfortunately everything that interacts with 'Normals' won't interact with the height map generated model, and the height map faked 3D is held in VRAM not the CPU/RAM where the physics engine is working to make everything appear to react to a solid object. This is why you can appear to sink into the ground in certain places in the game because the 3D mesh and height map generated imagery are not matching up, your feet are colliding with the underlying 3D mesh Face Normals not the image of the ground surface which because of the height map appears 'above' the mesh.

Ok, so now he's got his head straight about height maps or whatever, he's still using a very wonky definition of what a normal is, and I'm not sure why on gods green earth he keeps mentioning PBR shaders.

The rest is just.... yeah...Essentially, he's written an incredibly tortured explanation with a ton of irrelevant and just plain wrongs buzzwords to explain how CIG are piping meshes generated at run time into the collision system. I don't know why a collision system would be so broken at a fundamental level, either he's full of poo poo or CGI are idiots or all of the above. What a poo poo show.

todd_777 fucked around with this message at 10:30 on Aug 16, 2019

Brazilianpeanutwar
Aug 27, 2015

Spent my walletfull, on a jpeg, desolate, will croberts make a whale of me yet?

SPERMCUBE.ORG posted:

Forbes printed a story about how Chris is a disaster and Sandi stalked his wife and child and then strangled him resulting in a restraining order but then they got married anyway because love conquers all.

Don’t forget chris pretended he didn’t know sandi hahaha.

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Colostomy Bag posted:

All I remember is the lamp.

https://www.youtube.com/watch?v=x4Da4lYoJiM

stinch
Nov 21, 2013

Sarsapariller posted:

Oh good! A citizen has emerged to explain the signed depth fields to us.

Now I'm no 3D modeler but I'm pretty sure that 90% of what this guy is saying is so wrong that it's like stimpire.txt except for 3D modeling

so are signed depth fields something they should have finished in the first 6 months of working on the engine but didn't due to incompetence? or a modern feature that now needs adding because their engine is from 2011?

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away

stinch posted:

so are signed depth fields something they should have finished in the first 6 months of working on the engine but didn't due to incompetence? or a modern feature that now needs adding because their engine is from 2011?

As far as I recall they became a more viable thing in the in-between time. It is not something they should be getting into when their whole game is on fire.

Yolomon Wayne
Jun 10, 2014

You call it "The Big Bang", but what really happened is
Grimey Drawer
Lets take bets what gets finished first, Star Citizens or "Space Game" which is basically, starcitizen on a smaller scale and suffers from some of the same problems (but is aware of them): https://www.youtube.com/watch?v=gTrmm7_Asvw&t=411s

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Sarsapariller posted:

Oh good! A citizen has emerged to explain the signed depth fields to us.

Now I'm no 3D modeler but I'm pretty sure that 90% of what this guy is saying is so wrong that it's like stimpire.txt except for 3D modeling
His TLAs are all just broad concepts of rendering and not actual techniques and his proof that heightmaps are responsible for the poor collision in Star Citizen is a basic tutorial on how to generate a mesh from a heightmap despite that heightmaps used in this way are used to fake depth through the lighting engine precisely so that you don't need to have - let alone calculate on the fly - 3D meshes for dumb poo poo that doesn't matter like pizza toppings because triangles per second is your real limit on the graphics unless you're also doing real-time ray-tracing.
It has nothing to do with clipping and even if they're generating models on the fly from heightmaps it still wouldn't have anything to do with the clipping because it's just a method for generating a model and there's no such thing as homeopathic code - the computer doesn't discriminate against the model because it was generated differently unless your code for generating the model using this method creates a model that is different to your hard-coded models in which case the problem is your model generation code and not the method.


Full disclosure: I am not a software engineer and do not work in games development, so if anybody does feel free to correct me in the pissiest way possible.

Scruffpuff
Dec 23, 2015

Fidelity. Wait, was I'm working on again?
I suspect that the point of the diatribe was to imply that the cause of all CIG's woes is actually something relatively simple, rather than a mountain of fundamental problems all compounding each other, which it is.

Dementropy
Aug 23, 2010





Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away

Ghostlight posted:

His TLAs are all just broad concepts of rendering and not actual techniques and his proof that heightmaps are responsible for the poor collision in Star Citizen is a basic tutorial on how to generate a mesh from a heightmap despite that heightmaps used in this way are used to fake depth through the lighting engine precisely so that you don't need to have - let alone calculate on the fly - 3D meshes for dumb poo poo that doesn't matter like pizza toppings because triangles per second is your real limit on the graphics unless you're also doing real-time ray-tracing.
It has nothing to do with clipping and even if they're generating models on the fly from heightmaps it still wouldn't have anything to do with the clipping because it's just a method for generating a model and there's no such thing as homeopathic code - the computer doesn't discriminate against the model because it was generated differently unless your code for generating the model using this method creates a model that is different to your hard-coded models in which case the problem is your model generation code and not the method.


Full disclosure: I am not a software engineer and do not work in games development, so if anybody does feel free to correct me in the pissiest way possible.

In modern graphics the limit isn't number of triangles, it is more about draw calls and overdraw (visiting the same pixel many times). GPU's can push triangles like crazy, far more than you can reasonably feed it. So the real task is to pack together triangles into big batches and hit 'go' on those batches as little as possible.

rear end in a top hat.

Dementropy
Aug 23, 2010











Nyast
Nov 14, 2017

BLAZING AT THE
SPEED OF LIGHT

Sarsapariller posted:

The biggest thing is that they got an outside investor and had to reveal their financials as part of the deal, and as part of those financials it turned out they were basically a year away from bankruptcy when they took the money. They were consistently making 30million a year for loving nothing and Chris still managed to piss it into the red.

The investor gave them an extra year of runway

I have to stop you here, but this is incorrect. They had about 45M expenses per year and 35M revenue, so operating at a -10M loss per year. Calder's investment was 46M, so assuming their income doesn't slow down, that bought them more than 4 years of operating. That'd be until 2022.

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Scruffpuff posted:

I suspect that the point of the diatribe was to imply that the cause of all CIG's woes is actually something relatively simple, rather than a mountain of fundamental problems all compounding each other, which it is.

If its a simple problem, why is it taking so long for CIG to fix it?

:thunk:

Nyast
Nov 14, 2017

BLAZING AT THE
SPEED OF LIGHT

Sarsapariller posted:

Oh good! A citizen has emerged to explain the signed depth fields to us.

Now I'm no 3D modeler but I'm pretty sure that 90% of what this guy is saying is so wrong that it's like stimpire.txt except for 3D modeling

Yeah that's bullshit. A signed distance field is just a 3D grid you place on top of a mesh, and each point in that grid encodes the distance to the mesh surface. That's literrally it.

In terms of particles collisions, that means you lookup for the distance to the mesh in that grid, and if it's positive you're still outside the mesh; if it's negative, you're inside the mesh. When you detect the transition point between positive to negative, you know there's been a collision and can bounce the particle.

Sandweed
Sep 7, 2006

All your friends are me.

MedicineHut posted:

Ah ok. Yes but if CR decides to give up after allegedly having full control and 300+ m then it is going to be very difficult for backers to rationalize his gently caress up.

Not at all, now CR can focus on the creative side while this new CEO focuses on the business side. After all CRs vision wasn't to manage the studio, but to build the BDSGE. And now freed from the shackles of management he can spend all his time making the dream a reality.

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trucutru
Jul 9, 2003

by Fluffdaddy

Sarsapariller posted:

Oh good! A citizen has emerged to explain the signed depth fields to us.

Now I'm no 3D modeler but I'm pretty sure that 90% of what this guy is saying is so wrong that it's like stimpire.txt except for 3D modeling

Nothing of this would be necessary if Roberts hadn't decided to take the easy street by faking it using bump maps. :sad:

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