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Roberts Space Industries · transcript archive

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629 moments across 332 videos

  1. going to start out with right and do we have to find out Jason like where we start sharding the instances or breaking them off into other like how many how many people can fit into one instance for instance part

    Watch at 00:20:01
  2. fast as possible and that's exactly what we're doing right there from VI vku viu with the whole instance thing going around in the persistent universe will it try and put members of the same Corp in the same instance…like divide up into squadrons or something squadrons will stay together and you may even get to allocate what instances they go to at some point we don't know how that's going to work so you can have

    Watch at 00:11:28
  3. throughout the remainder of this year, we intend to deliver the newly reworked and fully instance debut of Siege of Orison, the new Genesis-built planets of the Nyx system, Starware and Star Architect goodness, the enormous multi-stage instance Municipal Works

    Watch at 00:08:08
  4. that the the tech behind the way the hangers function is actually an an it's it's an instance Interior right which that this is the first use we have of the instance interior system but you can imagine what

    Watch at 00:08:52
  5. about it it's a bit weird and then when you request your ATC Gateway that's when your actual instances is moved into place so you can exit and enter and so that Tech will be will be able…that with uh throughout the Universe you know for a lot more more things for for instancing interiors which is super key for a lot of the gameplay we're trying to do all right so we are 10 minutes

    Watch at 00:09:43
  6. your hangers which presented the team with some unique challenges to address and overcome starting with the next iteration of instanced hangers instanced hangers solve a particular problem how do we have people spinning an extended period of time in their Hangar

    Watch at 00:05:37
  7. goes and that allows us to have a lot much larger amount of players in the same space and instance it's also incredibly critical for transitioning to new star systems so if you go for a jump point…pyro for instance we need to transfer you from the server that was handling you in in the stanton system to the server that will handle you as you enter

    Watch at 00:07:13
  8. just going to actually work on one face and i'm going to copy it around in instances so i'll sort of explain that that's a very common thing when you talk to artists as much as i have they…able to make changes oh you know what speaking of uh working smart i've not actually set them as instances so just to demonstrate for that

    Watch at 00:03:17
  9. long-lost existence everything is that the common word that we use in our field is a thermal so these instances are just instances they come and go all the time no one touches them they decide to question their own they

    Watch at 00:49:11
  10. line probably be some kind of markup language that you type in and update in real time so for instance if we want to add a button I'll just do that quickly now I already kind of have…hook up all the bindings and if the skin changes see if the context changes to like for instance another ship or a different environment

    Watch at 00:46:46
  11. passing people to each other when they when they go through zones that will get loads more into an instance and then the next and that with the first one we play and then at that point I think people start having…talking 50 people you'll be talking like hundreds of people playing together in areas then or in one instance and it's all systems you know passing back and forth and then the dynamic side will then be built

    Watch at 00:30:30
  12. mission owner and you leave the group you take your mission yeah there's always gonna be caveat like for instance if you won't see invites for instance to mission givers it's only when

    Watch at 00:22:04
  13. ship costs or the economy we try to make them tangible is the answer I suppose it's like for instance it's a very challenging task where we constantly have to look at all the things that add value we have…really assess what the value actually comes from for instance while doing the ships one of the things that we scored was the ark range of different guns that were available on it and that's kind of hard to put into

    Watch at 00:16:46
  14. information has to flow all right what are the plans on how physicalized inventories will be implemented for instance what are the tr0 plans and what are the future plans what are the plans talk to you about plans for physicalize inventory…really big push to increase the level of persistence in the game and this included some work to get for instance loose item persistence working in ships which was necessary to get cargo working however we've known

    Watch at 00:20:50
  15. within our sandbox editor which is a significant amount of work to do that lets just use Maya because for instance all our character rigs are already altered in Maya the character animations are altered they're all the like character assets…here is scrub through real quick by painting these what we call vertex attributes you can define for instance how in how far like the cloth is attached to the rigidly deforming mesh and by doing that you can kind of guide

    Watch at 00:18:49
  16. expect to happen as you fly into the coil so that could be things like turbulence on the ship for instance it could be VFX it could be like localized particles that start to ramp up as you get close to this…work that went into these visual targets and that was separating scenes out and then saying okay well for instance the Star Ferry wreck which is something we saw in the live stream we took that as a location and said

    Watch at 00:23:12
  17. ship and for those that you don't know the hierarchy is basically a parent child relationship uh for instance it's like your hand being a child of your forearm your forearm being a child of your upper arm same thing…ship we've got all sorts of hierarchy structures where things can Branch out and do their own thing for instance with the landing gear the foot of the landing gear is going to be attached to the ankle of the landing

    Watch at 00:21:24
  18. instance, the room connector is connecting a room to outer space. So if I open this door, the oxygen levels in the room is going are going to drop. And if I walk into the room, we can get some debug output…connectors. Now, having a system like this is really nice because it allows for more emergent gameplay. I could, for instance, close this door and close this door off and keep the pressure uh or keep the depressurization localized to a certain

    Watch at 00:05:52
  19. door will close again. What's nice about this is it allows us to have self-contained behavior. So, for instance, in this case, a proximity sensor, which then can be hooked up to something else to build up a more complex…into an area and a door opening. But we can hook up the same proximity sensor to anything else. For instance, I could hook up the same proximity sensor to a trap that maybe opens a door and sucks out somebody into

    Watch at 00:09:52
  20. know your request goes to the backend servers and the matchmaker is taking a look at all the game instances that are currently running and tries to do a best-fit match you know for for your group to join a game…there's no game mode obviously then you know the the general instance manager will pull a server from the open pool and assign you to that and then other players will be matched to that over time like a third generation

    Watch at 00:12:15
  21. game servers into the database and um you know that sort of thing uh we also have uh the general instance manager which is um essentially in charge of spooling up and shutting down game instances and managing game sessions okay

    Watch at 00:05:49
  22. service that that that this the service is always available no matter no matter what so we'll have multiple instances of a particular service up at any given time and if one goes down there's another one available…load balancing aspect would be um just to distribute Pro nope across multiple instances of a particular service definitely want to apply the uh the the mega server um you know methodologies you know where you have a single login and just

    Watch at 00:25:13
  23. damaged during combat. You know what's cool is because you know each one of these items needs power for instance to operate and sometimes needs other things like I was saying it needs um say you know CPU um cycles…perhaps it needs uh you know like for instance if you have a you know life support like you're on a ship well you know we have like an oxygen pipe and that would come from the life support unit

    Watch at 00:04:56
  24. know like for instance you guys connect to Crusade right now and results from that will be pushed back up to the universe server and then that will sort of affect things like pirate counts and stuff like that so if there…Pirates on the universe simulator when you go back and fly that area back on the local game server instance um no longer will Pirates be a potential um you know

    Watch at 00:08:06
  25. performance things to figure out like how many NPCs we can have running in the same sort of area or instance as well as how many players can run in the same area instance so we wouldn't want to have sort

    Watch at 00:14:35

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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