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Roberts Space Industries · transcript archive

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165 moments across 79 videos

  1. promis we're building that yeah and someone's you know already kind of doing that so I mean that just sort of shows you because of the fundamental system and how um you know on the base level we we making

    Watch at 00:46:37
  2. using the same base work so one of the things we've been really trying you know not just on on the movie but on the Huds and the mfds is they're all using like a common building block

    Watch at 01:59:28
  3. weeks to build a feature, and then then they got 6 weeks to basically get it stable, get it um basically working the best that they possibly can, and then get it out to public, you know, based off our 3-month

    Watch at 01:01:28
  4. just the base version. In fact, we're shooting an interview about that later today, aren't we? Yep. Uh for we are attempting to put together a new ship ship shape series, a seven-part series detailing the building

    Watch at 00:37:08
  5. easily build the new components to have the other ones um so um one thing I think I find in game development is people overestimate and underestimate the amount of times it takes to do things so getting the base Connie built

    Watch at 00:51:27
  6. release decided three point one how do we decide what goes into 3.1 3.2 3.3 3.4 is it mainly based on time is it we-we'd this feature before we need this feature yes yes I mean there's just there…with 3.0 we learned so much awesome foundation for so many great things and so now what do we build on in that and where we at with each of those things right so if mining was in R&D phase

    Watch at 00:59:18
  7. more robustly, and it is capable of really powerful things that the one of the perks of Houdini being node-based is that even the solver, like all the calculation that happens to calculate how the smoke sim should operate…exposed. So, I'm able to go into essentially the the code. Not not quite code, but the node that builds up this entire solver. I can manually tweak the parameters. In Fume, I can't quite, but it it is kind

    Watch at 00:20:59
  8. some of the stuff that we've improved our Corp and then bringing it back into some of the Louisville buildings which you know the first pass of Louisville was lower poly than some of the stuff that we have…right so so it's just an ongoing process that we get the stanton system doing out we get the base lining things and then we'll start to improve those well worth doing

    Watch at 00:23:24
  9. framework and we're trying to share the same base code stuff so it's easier to support and maintain because one of the problems right now in the Pu is because there's a Hajj patch of the old system which…sort of flash scale form system and the new building blocks it's really hard to extend stuff right now and so one of the big obstacles to doing features is actually the UI and so squadrons one of the ways that

    Watch at 02:00:17
  10. when a designer asks you know an npc to go and repair exactly that panel so the way we build the behaviors and you know especially like all the this screw management you know the the part of the crew the guys…made in a way in which they can perform by themselves as best as they can their jobs based on the skill based on the traits right uh so imagine like you have somebody who likes to you know like just

    Watch at 00:53:58
  11. this this is how big it is. And that was When we did the initial estimates for the ship, we based it on the concepts of what was in there. And as we broke it down, it just got more and more…style to sort of pick up. Um they have a lot of sort of hard sci-fi art guys. So building Aegis ships and Anvil ships is their bread and butter. Um but when they switched to an Origin ship which

    Watch at 00:53:17
  12. billion and one things to think about when making art corp and definitely diversity not just in color but buildings sizes shapes style but we just wanted to keep it to a billion one things not a billion two things…three point five but for a patch release so we will were actually implementing more color variation as a row base base for diversity

    Watch at 00:15:39
  13. build your behavior in a way to handle situation of course but i think a lot sometimes it's also just bikes that we have due to the you know server performance that we see i would say as well sorry…that the question is how much of the the performance of the ai is based around the server performance but also the server performance is also based around how well the ai the ai calculation the performance the zebra performances um affect

    Watch at 00:25:01
  14. know it's got a lot of preset materials it's a you know it's a physically based rendering system so all the materials generally work correctly sort of works with HDRI high dynamic range images so you get nice sort…just sort of create visuals and you can see here yeah the water it's pretty generic the buildings you know it's just giving that it's giving that overall impression and if you you know if you're actually

    Watch at 00:21:43
  15. these things we try a few different things and we go okay maybe there's an area with really large buildings some atmosphere processors maybe there's an area with almost nothing it's just fly it's almost like a desert…have all these things we want to do let's pick what the best representation of our Corp at its base level is and for us that right now that is there's these

    Watch at 00:44:27
  16. running the teams internally to be much more sort of agile team based so before we were more pipeline base you know the programmers had a list of all the things they were working on the designers a list of things they…weapons characters pretty much a pipeline but in terms of future development we've changed it around so we're building agile teams where you know you have the engineer and the designer and the artists that would be helping and supporting

    Watch at 00:39:48
  17. part of the uh um we're in the process of uh we're uh you know still building out our UK office here and uh you know there's still areas that are under construction which is why we haven…artwork has been going up in the last couple weeks and and yeah a lot of it is based on our great Mission givers and whatnot and so it's it's actually there's actually this internal sense of we walk

    Watch at 00:12:07
  18. especially on the interior some time ago we were able to capitalize on that and go ahead and build out the interior almost to final already yeah um so that's already looking pretty good yeah getting there so this…about twice as much as the Aurora or think so yeah it's about twice the Aurora oh twice the base Aurora and like

    Watch at 00:25:24
  19. that, any plans to have a more accurate terrain physics? So, at the moment we have kind of our base terrain. Um so, we kind of generalize it that it's a mix between kind of high grip gravel probably…model driving on ice. Um you can model driving on tarmac. Um but, you know, we've got a build system where the tire model communicates with the game

    Watch at 00:26:44
  20. building something that's truly new if you're building something that's truly different you haven't done that before so you know so the the way in which you tackle it will be different you know ideally you know…which you estimate schedule it and whatever has got to be like uh okay you know we're based yeah your schedules have to be based on prior experience and this is the way we made this thing

    Watch at 00:16:17
  21. aiming for here you're going to see more of it we're going to go down to the base of l1 9 and when we look back at it you'll sort of see it's a tall sort of upside…tall it is up on it and let's head out I think this area holds 100 hubs yeah each building holds 100 apps yeah so as more players come online and they would start in mobile we would actually have more

    Watch at 00:14:22
  22. heads we know where it is now internally which is a vastly different experience to the current live build so it's this this big time delay that we have to uh wrap our heads around because many of the flight changes…best kind of tunings right now and we're still kind of settling on where the base tuning of the shield lines up and everything and the grids of components

    Watch at 00:20:56
  23. getting folks on t on on camera now. I can't remember what I did yesterday. I know based on the trouble we're having with our weekend review. We need to get these interviews about the original crowdfunding campaign done…kind of splitting my time between the uh development production team and the community team. Uh, one building inroads into community, see some production processes put into place, but also since kind of done some PR stuff in the past, been doing

    Watch at 00:08:56
  24. Fair which uh rented out the entire avention Center for a couple hundred people um so yeah the if you build it they will come thing doesn't necessarily work in real life unless it's McDonald's yeah that's that…weapons will be getting added into into the game um there's a lot of rework going on with physically based damage that's going to be impacting all of our weapons so even if you guys are seeing like

    Watch at 00:31:21
  25. building a scene of those sort of bare-bones strip-backed structures that we're making that we you know build our kits on top of and sort of supplement and add secondary and tertiary details to so i'm just going…them done in a relatively short time frame what's cool about houdini is it's very much a node based software and it's very much non-destructive so basically

    Watch at 00:43:15

Transcripts come from YouTube’s automatic captions, so they are accurate on ordinary speech and rougher on Star Citizen jargon. Search matches words rather than meaning — a phrase nobody actually said will not be found even if the idea was discussed. Timestamps link to the official videos on the Star Citizen channel; nothing is rehosted here.

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