Roberts Space Industries · transcript archive
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have the backend service completed for this. Um and so uh what that provides is the mechanism for creating an instance that you uh that is associated with you or your party and having you know rules for how many this instance…made for how many players enforcing player caps and party caps for that instance managing the life cycle of the instance. So, hey, we want, you know, go back to my wow days. I mean, maybe that's dated now, but like
Watch at 01:22:27 ↗know, an entrance way. At what point is are you crossing the boundary? What brings you to the instance? What brings you out? Uh transport is a requirement for instancing. So just ties into all the discussion we just had like transit…cannot bring you to an instance but transport can. >> So basically we want to power that up there. So you can imagine um an area of space that you walk into through a SAS or an elevator or a transit train
Watch at 01:23:16 ↗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 ↗direction that's Ian speaking there. We want to split the data for instance hangars and personal hangars separately so that we can completely remove everything in the personal hangars while still leaving some form of dressing and world building…instance hangars. So what this means is that as we've talked about before you have your home location and then you have the instance hangars that you'll get at every other location when you go there. For those right
Watch at 00:23:37 ↗guys working on that for instance truck stops what we tend to do is forgive me as an artist explain this is is you know it's not necessarily my area of expertise but I can try my best to explain…there's any inaccuracies but we basically have a system where we have volumes allocated on surfaces so for instance we have a table we have a volume inside that table that can fit a certain amount of assets and each asset
Watch at 00:20:48 ↗screen there's the buy-in which is obviously you buying in these ones are the most powerful the max instances max players per instance and Max instance per play this is where we can play around with how many
Watch at 00:21:56 ↗logic, all the data was basically stored on the server. So, if you have 200 servers, you had 200 different instances. And so, what you're now seeing is like the you know, the first example of us allowing the designers…know, but for mission logic, to where they can dictate this logic runs on the individual server instance and it's got its own local variables, and it can interface with variables and it can interface with functions that are also executed
Watch at 00:21:50 ↗house >> transition platform as at least we've been calling it where we can call oursel an instance and get involved, get in the mix. So that's steps number one. That's what this mission is going to teach us right…after that, anyone who wants to play, they can just rock up to these uh elevators and get themselves an instance. >> Nice. >> Yeah, >> that was very professional
Watch at 00:05:39 ↗reiterate something we re we said at the beginning of the show. Uh we are keenly aware of the instancing technology performance related problems on the PTU right now. Uh we see it in every stream. We see it in every YouTube…intended purpose, show you the goal, show you how it's supposed to work once once the issues with instancing are resolved. Uh, we thought that was a much more valuable
Watch at 00:34:48 ↗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 ↗very useful for that sort of stuff next up I'm going to send an event to a mission instance and the mission instance is going to be the parents
Watch at 00:22:50 ↗about how something that's happening is not that's not what a person is going to do like for instance the other day we had an instance where the uh the passing code we noticed had characters going forward and then
Watch at 00:20:32 ↗instance if you take that chip and bring it into your Global inventory that's then your way to take this ship and bring it with you to a different shot so every every every shot in in this very first iteration…isolated instance basically and then drawing that line forward to server meshing server meshing isn't about replication either server meshing is about bringing all of these things to all these uh servers together in a mesh and it is it transitions
Watch at 00:19:24 ↗idle, for example. Or do you also have hierarchy in the in tags as far as I know? Like for instance for instance you can have an entity with like an outfit tag. You can have an entity with like a specific
Watch at 00:45:54 ↗spectrum of servers and not isolated onto a, you know, just one individual instance. Um if you're talking about just an individual server instance, then you're really talking more of, you know, like I was saying earlier with like
Watch at 00:42:33 ↗take this one for instance not very visible too yeah the blob was probably the best example for that but fundamentally it's the thing that i've already explained to you um let's show this one again so the third…another right so what we do like what the planet tech does for us let's take these mountains for instance it takes a height map and then it starts shifting it around and then it starts blending it with itself
Watch at 00:53:27 ↗causes can actually vary from from patch to patch and even from instance to instance. Yeah, very eloquently put, I I say. Yeah, that's exactly it. That's kind of one of the really interesting things about Star Citizen
Watch at 00:36:17 ↗lore an RSI is a major military contractor our size the is the maker of the the Bengal carrier for instance so they definitely had their military contracts and that the Mantis was something that would be used but definitely…adequacy advocacy sure for instance in their efforts to police the the you space so it's the same
Watch at 00:07:23 ↗multi-directional walk which basically allows you to take an image and push it around so if I take for instance one of these nice crunches here let's take this guy for instance kinda like a cool grant grunge
Watch at 00:21:30 ↗guards in the back yeah we could have a few more guards if we were doing like screen shots for instance what we can do in the track view which is basically like a sort of animation tool we can assign poses…these guys if we were just doing screen shots for instance for maybe like marketing or proof of concepts so you can kind of really push like a sort of screen shot we try and we do all of our short screen
Watch at 00:50:14 ↗that's not something that you can do in a a minor patch. And so clearly that's two instances in this patch where changes and check-ins should have been validated and prevented and went in and then after that became
Watch at 00:12:15 ↗talked about it, but it also had some tremendous successes. the daily average users for instance in I'm waiting for the numbers. I I just I just sent the request. I just sent the request. Thank you. Thank you. Uh Michael
Watch at 01:35:07 ↗that in the game and most of the conversation about tools is how we make the game for instance. You've got a couple minutes here. What You got a couple minutes here and we've got a platform. What would
Watch at 00:57:41 ↗

