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

@ 16:34

Not sure we’re gonna let you actually get this close to these populated areas…but we’ll let you guys do it

First look at Sandi as Pusher. It’s as derivative as you would expect. Not sure if she was going for Camina Drummer or Naomi Nagata

He put his own wife in the game? Is Roberts in the game too?

Well, she’s an actress. Or claims to be. Nothing to do with nepotism at all!

Roberts Space Industries exists in the Star Citizen world, as far as I know. It’s very likely that in the game lore it’s the most powerful company ever, created by someone called Chris Roberts on Earth, who has since ascended to godhood, now directing infinite budget movies for eternity.

Oh…god…

Great movie. Loved George Burns, and Teri Garr of course!

Well who doesn’t love them some Teri Garr?

She was great in Tootsie!

Why yes, yes of course. She’s an “actress” you see.

…Star Citizen is fanfic. It all makes sense now.

Yeah, yeah, yeah. But why does that guy have a Ziploc ® bag on his head again?

Space is a right-to-die territory.

In (a Ziplock in) space, no one can hear you scream.

GUYZ!! GUYZ!! Here’s your chance to once again checkout the train-wreck we’ve been going on about!

It’s the 2018 hail mary.

For an early access game in this condition, it’s going to be all kinds of hilarious as more gamers who give a sh*t, try to check it out. That’s how they lost the plot last year.

Also note that 3.3.5, which has Lorville, isn’t even live yet. It’s only available via the Public Test Universe.

They really think gamers who have a glut of new games to play are totally going to try and figure out how to switch to the PTU build.

ps: If you decide to make the leap, use this referral code generator BEFORE you create your account, and you will get 5000 uEC (in-game currency).

LOL!!

"To celebrate seven years of farting around with a ton of money, Cloud Imperium Games is letting you play Star Citizen for free. Well, for a week, anyway. Starting November 23, you can download and play the game until November 30. The celebration coincides with the launch of Hurston, the game’s first planet, along with its city of Lorville.

Of course, Cloud Imperium doesn’t just want you to stand around your Hab making coffee. During the free week, every flyable ship in Star Citizen is yours to test for free in a 24-hour period with daily rotations. Each day showcases a different manufacturer, with its entire inventory available for a test run. There will be more than 80 ships to fly over the course of the week."

https://www.pcinvasion.com/star-citizen-free-week-next-friday/

Hey, who remembers back when I said these guys still hadn’t figured this out yet? @ 8:16

Do graphically rendered objects require a collision mesh when they initially become visible on screen? Or is the collision mesh a separate “property” that can be enabled (on or off) based on other variables such as the PC’s proximity?

Sorry if this is a dumb question. I’m not a programmer.

M.

This has nothing to do with rendering/visibility. It is physics related. Basically creating events when some other collision oriented object (like your ship) intersects with it. The game engine/game itself then decides what to do with the event.

From a performance perspective, potential collisions create more to process as things constantly check to see if they were collided with. So reducing the number of objects that can be collided with reduces the computational load. But of course then the result is to move right through an object if it is set up to not check for collisions. But hey, it goes faster.

To answer the question directly, graphics and physics are completely separate.

And the physics performance issues for a city aren’t as bad as you might think because there are loads of tricks to optimise away a lot of the work. For instance there’s no need for buildings to see if they are colliding with something else because they don’t move. It’s sufficient for the mobile things like starships (and lasers) to check they aren’t colliding with the buildings.

It can also help a lot to model a building as a simple box in physics, a starship as a few spheres, that sort of thing. Really simplifies the maths, and the player typically won’t notice the lack of precision unless specifically looking for it. It’s more of a problem for gunfire, which is more precise and tends to let the player actually see something isn’t behaving as expected.

I’m pretty sure the reason some of the buildings are missing physics is a lack of time (only 7 years!) to implement it.