Roberts Space Industries · transcript archive
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19 moments across 4 videos
There's also a lot of simil I want to say parallels or similarities uh between dynamic server meshing and instancing, right? And so uh we've talked about that we're working on instancing. That's also part of this work…right? And so, uh, we technically already have the mechanics of instancing in the game in the form of the, um, instance hangers, right? Which basically allows you to have multiple stacked uh, areas on top of each other
Watch at 01:18:07 ↗your character and so uh when you actually take the elevator uh it's bringing you to an actual instance uh which is basically yours. So the instance tech that we're building on top of that will um will basically leverage…some of the concepts we're putting into dynamic server meshing because we want to be able to distribute those instances across the mesh, right? And so uh right now they're location bound, right? But we want to not be able
Watch at 01:18:55 ↗their system works but it's actually a bit special in that um first of all the hangers are instance so uh they're instance on your Shard you have access to your hanger based on you know your ownership
Watch at 01:52:12 ↗folks that are still in the chat saying please just give us staircases uh the hangers are instanced the stairs would just still go to the elevator is a portal between the the the the the real world and your instance world
Watch at 01:57:57 ↗people that make the spaceships. The folks who make gameplay that spaceships utilize are not always the same thing. For instance
Watch at 01:25:30 ↗more extra points it's taking the words taking the ideas of somebody else of a designer for instance and giving them form giving them shape giving them color giving them uh giving them personality it's finding out if this idea
Watch at 00:04:09 ↗

