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Roberts Space Industries · transcript archive

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  1. talk through the toolbars if you want to get started i'm actually building some job um but yeah so so basically you know this is the that base module that eddie was talking about um you know it's bare bones

    Watch at 00:06:31
  2. going underneath the outpost again those those will be opened up or closed off based off of you know just how we want to build the outpost not every not everyone will be built the same um our philosophy

    Watch at 01:40:48
  3. build up your organization you'll have access directly to features to build your own chat lobbies your own forums your own notifications based on that and so you'll be able to switch context create a group with your friends access

    Watch at 00:41:07
  4. next patch I'm just saying that what we what we build towards but the the most important thing is the the base systems in there

    Watch at 00:18:40
  5. just going to dig into that just a little bit so we're closely based on amd's recent paper GI 1.0 we're probably going to build on top of that but at the moment we're quite close

    Watch at 01:40:52
  6. just going to dig into that just a little bit so we're closely based on amd's recent paper GI 1.0 we're probably going to build on top of that but at the moment we're quite close

    Watch at 00:37:53
  7. Easton's and sort of the initial kind of prospecting scouting team they build a space station just inside the jump point that sort of like their main base of operations and while they go out and they sort of survey

    Watch at 00:51:08
  8. market um for this new technology i think rough numbers i mean maybe 30 or something of our player base um but that's obviously going to grow over time and we also have to take in by the time you actually…these new mesh shaders which is a new way of building and rendering geometry if that was our core only method of rendering geometry we would lose half our player base and that would be a huge storm so we have

    Watch at 00:12:55
  9. might remember seeing Elliot Malby on the on the stream building emission previously he had to open up the subsumption editor to do the the no Noe based logic and that sort of stuff these cargo hauling hauling missions have been completely

    Watch at 00:47:12
  10. score of the build but that's because it's one area. So uh you know we we're we're discussing how we can do more territory based uh scoring as well uh so that we can get a better idea…always some factors that you know we've had AMD drivers or NVT drivers issues that affected stability scores some builds and so on. Yeah. >> So how do we use that to determine whether a build goes live? Like is there

    Watch at 00:34:39
  11. randomly scattered and they're now BL placed based on physically based rule sets and this logical grouping is is achieved via erosion simulations which we run offline to build localized data maps and they describe the size of the Aggregate

    Watch at 00:12:01
  12. plane in so there is um we have a system called building blocks which is how we create our 2d ui it's basically like a kind of node based um system for creating kind of like 2d sort like flash

    Watch at 00:17:47
  13. those then we go away we designed them obviously it's based on what what features we have available at that moment and so yeah and then we actually build them prototype them there are many different steps in that depending

    Watch at 00:01:46
  14. tools I need are things like subsumption which is our logic based editor which I'll full screen in a minute uh star words this thing which is how we build strings for the game

    Watch at 00:04:57
  15. into this this we just fill in our own values based on you know like the spreadsheets and stuff that you showed oncl last week and so we can still build missions without having to wait for it and then when

    Watch at 00:20:13
  16. them very significant hardware constraints that you had to build around. A lot of your design decisions and technology decisions were were constrained and you had to design around those based on the hardware that you have. So but in the original

    Watch at 00:17:14
  17. priority is going to be get the base ship up to almost ready to go in the game and then the uh the variant we were we kind of build the variant off of that and that'll happen

    Watch at 00:27:22
  18. small package you can start focusing on those bases and then we just stack on top of it so it's like a smoother transition yeah for the final product yes building blocks it's building blocks for a lot of things

    Watch at 00:21:41
  19. fast iteration and what need to be based around pipelines and you know I think I think Dennis could even speak more to that but it was it was this was building on last year we had already done some of this

    Watch at 00:22:20
  20. turning it into a coded based system so it's uh more robust um it still allows us to put our hooks in it on the design side when we're building logic so I can still request things and tell

    Watch at 01:06:29
  21. ships that we're building um you know we're not forgetting about them we're going to get them done and sometimes you know the priorities move around uh based on sort of Squadron 42 or what we need

    Watch at 00:56:47
  22. around the fundamental approach we use to build our planet and is the literal foundation for everything else we're going to talk about in this talk today now it centers on datadriven physically based rules that we aim to realistically emulate

    Watch at 00:03:23
  23. people just I think they base their what they know from past games or they theory craft and they all get worried and concerned about it but you know I know what we're building

    Watch at 00:39:14
  24. whether it's building a swimming pool I used to be a swimming pool contractor way back in the day you know laying gun plumbing and stuff all estimation in any field is based on prior work exactly

    Watch at 00:48:43
  25. there think of all our bases of covered pretty much might be able to throw it in now this is literally what you're doing in your day to day we're in the process of building out all of these different

    Watch at 00:24:06

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