Star Citizen - Chris Roberts, lots of spaceship porn, lots of promises


#6389

Yeah, I can definitely blush to a couple of those over the years.


#6390

This is great, I will add a super old, but a fantastic read on a game I loved dearly X-Wing vs Tie Fighter:


#6391

That one was a classic! I remember it well :)


#6392

I think @dsmart will love this video. :)


#6393

Yeah, I saw that yesterday actually. :)


#6394

Peter Lincroft: unsung early 3D engine god.


#6395

Backers got yet more bad news last night. Shortly after this Tweet:

Clive Johnson came out with an official statement.

"We decided it was necessary to push Bind Culling back for the following reasons:

  1. Progress has been slower than we had hoped, partly due to taking longer than anticipated to convert the last few places in the code that were using old-style Aspects and RMIs to Serialized Variables and Remote Methods, and then completely strip those legacy systems from the network code. That was a necessary step because we didn’t want to have to implement Bind Culling for both the old and new systems. I’m not embarrassed to tell you there was some dancing and a few air-punches on my part when the last line of that old code was deleted.

  2. There wouldn’t have been enough time left before 3.1 for the network and gameplay programmers to deal with the issues we’re expecting the introduction of Bind Culling to cause.

  3. Bind Culling would result in clients streaming entities in and out based on distance, but without asynchronous Object Container Streaming it was always a gamble whether the resulting synchronous loading stalls would be worse or better than what players experience now. The plan was to get Bind Culling working, see what the impact on player experience was and then make the call whether to turn it on for 3.1.

  4. Range-based Serialized Variable Culling was our backup plan in case Bind Culling didn’t make it into 3.1. You may remember that we were working on SV Culling for 3.0 but that it wasn’t quite ready in time. Well, it was the first thing we tackled when we came back at the start of the year, and has been working in our development branch for several weeks now (not the branch 3.0.1 was taken from). SV Culling already gives us a lot of the performance gain we would expect from Bind Culling so the urgency for the later has dropped significantly.

  5. The network team is needed for other tasks that have increased in priority since they were first added to our schedule."

I have written about this particular issue for MONTHS now. I have updated my recent article with links to those, as well as this recent development.


#6396

It seems @dsmart has posted some news on Twitter.


#6397

Part II


#6398

In case you missed this.


#6399

The spaceship Tetris is absolutely insane near the end there.


#6400

It really is. And it’s even more astonishing when you consider that it is 100% accurate. That’s precisely what has been happening, and is how they raised all this money without ever shipping a game - of any kind.


#6401

We know that Crytek created the early tech demos. They said so. Curiously, CIG/RSI didn’t make any moves to deny this in their court filings. Gee, I wonder why.


#6402

CIG filed a protective order yesterday. They know what’s coming. My take.


#6403

Protective Order motion

Memo in support of motion

Proposed order

Attorney Declaration


#6404

Well, one reason not to do so is so that it doesn’t crash before they get their due. Allegedly.


#6405

True. But I don’t think that matters, seeing as crash or not, there will still be recoverable assets to satisfy any judgement.


#6406

such as?

Not a snark question, I’m genuinely curious.


#6407

Giant office space doors, probably.


#6408

HDDs full of valuable .jpegs.