this post was submitted on 19 Oct 2024
429 points (96.5% liked)

Games

32231 readers
666 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 34 points 2 days ago* (last edited 2 days ago) (5 children)

Because Crysis looked good, Chris Roberts mandated that Star Citizen would use Cryengine 3.

To make astronomically large spaces fit in the game engine from 2009, they made everything infinitesimally small.

So now due to the inaccuracy inherent in floating point calculations, instead of invisibly nudging things a few millimeters in the wrong direction, teleports people hundreds of feet out of their ships into space if they bump into a physics object, ladder, elevator, etc.

This is what happens when an ideas guy with no technical knowledge is making technical decisions.

[–] [email protected] 39 points 2 days ago (2 children)

This is not even true, they rewrote the engine to support native 64-bit precision to let them fit large spaces, they didn't just make everything small. They basically employ all the people that used to make Cryengine since Crytek went out of business, so the engine they are building is actually pretty good.

[–] [email protected] 0 points 18 hours ago* (last edited 18 hours ago)

Classic, the person who doesn’t know what they’re talking about is SO sure that they know the truth. So much so they’re out here correcting people and handing out false info.

so the engine they are building is actually pretty good

Keep living in a false reality pal. I’m sure you k or so much more than the engine dev who replied to you.

How much $$ have you wasted on star citizen lmao

[–] [email protected] 14 points 2 days ago

I am engine developer, but even to this day you can clearly see Cryengine 3.x issue in star citizen.

They simulate zero-g areas as a Cryengine underwater map. You routinely see stuff floating as if in water even on planets with gravity.

You can also witness strange bugs that confirm the size issue (that they made everything extremely small in a Frankenstein version of a Cryengine map); one example would be your footmarks suddenly becoming massive.

The completely fucked up physics in sc (e.g. tanks bouncing like beachballs) is also a legacy of Cryengine 3.0.

[–] [email protected] 9 points 2 days ago

This is what happens when an ideas guy with no technical knowledge is making technical decisions.

If you're talking about Chris, he's a coder too, and wrote some of the entiry container system for the game.

I'm not sure where you're getting your info about them scaling everything down and that being the cause for wonky physics, though.

[–] [email protected] 33 points 2 days ago

To make astronomically large spaces fit in the game engine from 2009, they made everything infinitesimally small.

In fairness, when Star Citizen first went in to development CE3 was a modern engine.

[–] [email protected] 5 points 2 days ago* (last edited 2 days ago) (1 children)

Jesus fucking christ, that was their fundamental approach?!

... Did they ever come anywhere close to a dynamic server model, with dynamically sized in game zones being handled by dynamically changing server clusters, dependant on player count in an area?

I remember making some comments in a thread in the main SC forums about it almost a decade ago that were basically to the effect of: that's almost certainly impossible to pull off with enough fidelity / low lag to actually work in a real time, absurdly open world shooter game,, but if they could pull it off it would basically be the greatest achievement in game networking history.

[–] [email protected] 6 points 2 days ago (1 children)

After 10 years they increased the per server population from 50 to 100, but don't worry server messing soon TM.

So no.

[–] [email protected] 12 points 2 days ago

Meshing tests have gone up to 2000 and the shards that were left on overnight were 300-500. The current evocati build of 4.0 has meshing enabled, just limited to 100 for now

[–] [email protected] 1 points 2 days ago* (last edited 2 days ago)

Wow.... I'm pretty crap at making decisions, but like... not that crap 😅

That's like an impressively bad choice