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[-] alcoholicorn@lemmy.ml 34 points 1 week ago* (last edited 1 week ago)

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.

[-] sp3tr4l@lemmy.zip 5 points 1 week ago* (last edited 1 week ago)

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.

[-] perslue@lemmy.ca 6 points 1 week ago

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

So no.

[-] limitedduck@awful.systems 12 points 1 week 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

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this post was submitted on 19 Oct 2024
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