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.
alcoholicorn@lemmy.ml 4 weeks ago
Because Crysis looked good, Chris Roberts mandated that Star Citizen would use Cryengine 3.
To make astronomically large spaces fit in cryengine, they made everything infinitesimally small.
So now the inaccuracy inherent in floating point calculations, instead of nudging things a few millimeters, 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.
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.
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?
After 10 years they increased the per server population from 50 to 100, but don’t worry server messing soon TM.
So no.
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
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.
Wow… I’m pretty crap at making decisions, but like… not that crap 😅 that’s like an impressively bad choice
G0ldenSp00n@lemmy.jacaranda.club 4 weeks ago
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.
Agent_Karyo@lemmy.world 4 weeks 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.
Fades@lemmy.world 4 weeks 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.
Keep living in a false reality pal. I’m sure you k or so much more than the engine dev who replied to you