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Roberts Space Industries · transcript archive

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629 moments across 332 videos

  1. gunny thing that was instance it was it was essentially Arena Commander you could say it was a simulation kind of thing this is obviously not this is in the Pu was there a consideration of of making the new player experience

    Watch at 00:43:04
  2. guys for instance uh you guys and gals are focused uh primarily on locations uh the new upcoming Louisville 2.0 the the derelicts uh that have been uh vastly improved and making their way throughout the Stat system uh to that

    Watch at 00:32:51
  3. walls because 318 is have it's got a lot of content coming um with would say like Pez for instance um it has been a bit more of a challenging release just because obviously the new issues that are coming

    Watch at 00:04:01
  4. going to have to use this system and say okay what does everybody want out of it like for instance in this case the research network uh all the future search containers you know the fuel power and stuff like that

    Watch at 00:44:41
  5. that you can't build a mission out of a single objective and the assassination mission for instance has one objective assassinate a Target but even the most um like simplistic Mission like the delivery mission is actually built

    Watch at 00:01:40
  6. takes into account more locations and uses all of the um like evidence retrieval interactions that we currently have for instance like you can kill a guy and get information off them you can find a corpse information

    Watch at 00:08:08
  7. part it's been like the usual occasional Collision issue we had to fix up um also there was like instances where

    Watch at 00:04:04
  8. more for for for tony but we'll try it here uh will there be any additional quanta instances uh for more commodities in 317.2 uh not right now um i mean the the main goal for us was just to kind

    Watch at 00:17:57
  9. that um i want to remedy you know soon just because we are moving towards a lot of these um instances where we want to dynamically spawn the you know the the fresh derelicts that or the old derelicts that we talked

    Watch at 00:29:19
  10. cool little way of like uh kind of addressing you know how you want something to be and then instancing the meshes so that you can make changes on a larger scale so for example if we've got all these placed

    Watch at 00:42:28
  11. team or the art director hadn't necessarily thought about how the art style would work in this one particular instance or how it would particularly combine with the game design that we're actually needing to put in there because

    Watch at 00:04:10
  12. baked down into one all the time so it's nothing out of the ordinary but uh yeah in our instance here we've not done such a substantial amount of rubbish as we are now so it's something that

    Watch at 00:25:48
  13. rendering of object instances in the world for example chairs words characters or spaceships this part of the rendering problem is called scene object rendering and has the largest impact on runtime performance there's also a lot of work happening

    Watch at 00:06:42
  14. object instance of all cpu cores to give an example checking phone objects can be split over 10 spreads now that every thread will be processed 40 objects by doing that the latency on the main thread until all font objects

    Watch at 00:09:58
  15. that in the sabre for instance the damage mesh like damage mesh could needed a bit of tweaking we added and a bunch of lighting so you can uh still read the ship from afar but not make it too bright

    Watch at 00:08:03
  16. including poor performance and poor scaling effects. But due to recent R&D by the team and the use of instanced scale multipliers and ribbons, the team has not only found a way to author these

    Watch at 00:09:02
  17. given region of space or what missions are available to landing zone couldn't be altered by the instance mission logic that executes on individual servers since we didn't yet have a means of coordinating those efforts the end result

    Watch at 00:26:04
  18. back-end logic allocates the global variables sets up the phase conditionals informs all of the servers to start any instance logic the event might contain and quite a bit more i'm now going to flip over to quasar's active

    Watch at 00:29:16
  19. planets to see what resources are on it like life forms percent of oxygen water weapons uh or weather for instance and collect that kind of data before we land on it uh so can we start with this can we star

    Watch at 00:43:22
  20. going to control a lot of things like whether or not they want to attack you or help you for instance and then there's confidence career confidence is exclusive to mission givers and it kind of says how good they think

    Watch at 00:01:39
  21. number of things um we even have so talked about some fun stuff where like constantine hurston for instance is a bit of a snob you walk in wearing a bad coat or like some weird clothes he might think less

    Watch at 00:04:02
  22. details um through pom uh this this is one of the sort of few instances that everyone on the prop team uh jumps with joy to get to do where we get to make something completely unique with a high

    Watch at 00:12:03
  23. start game uh whereas if you play you know and you know a game like say for instance demon souls all the years ago and all the ones past it you know there's real consequence i mean

    Watch at 00:01:44
  24. know yeah you don't you don't have that you're not you're not running around for instance at the audio station you're only ever going to see that in the pu after squadron's out you're never

    Watch at 00:06:10
  25. guarantee them it's not related to the hardware uh how how much storage space is needed for one game instance it's the same way that like when

    Watch at 00:24:15

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