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31 moments across 16 videos

  1. location increases. And that basically nullifies the benefit of servers at streaming. So how do we solve this? Allow multiple instances of the game server to work together so they can split up the work. Well, it's not quite that simple…have a look at the current architecture. ARCHITECTURE As of today, we have a traditional client server architecture. One instance of a dedicated game server serves up to 50 clients. This is called instance, as the dedicated game server

    Watch at 00:04:51
  2. which then serves additional 50 players. As we've seen before, when a DGS instance is created, it loads a unique version of the Stanton System into its local server's memory. Therefore, each dedicated game server instance has a unique copy…single object that's part of Stanton. As these entities only exist in the memory of the game server, when instances shut down, these entities are deleted. REPLICATION LAYER The goal of server meshing is to allow multiple DGS instances to work

    Watch at 00:05:37
  3. exploration repair or even pest control but the main purpose is provide access to the depths and these will be instanced areas so what is an instance area well an instance area works in the same

    Watch at 00:17:59
  4. 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
  5. 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
  6. materials so there's not just more to mine but we're also going to specialize so for instance each type of mining will have its own unique materials together gather Gathering specific materials efficiently will require

    Watch at 00:02:30
  7. have landing pads garages roads fencing as well as new variants of structures which you've seen today for instance the power generator there'll be solar power Fusion geothermal as well as the XL structure class you remember everything

    Watch at 00:50:16
  8. comprise of several instanced levels so how do I get to the municipal works the municipal works is accessible in multiple places in Area 18 some will be available to everyone and some you'll to unlock with Mission progression

    Watch at 00:17:11
  9. encounter to another traits in Tech tech-wise are just traits and tags that we can apply to character instance character classes but code canot Supply them automatically based on specific rules for example if you see somebody you know with

    Watch at 00:36:41
  10. might come across a cave that no one else has ever set foot on before what will happen in this instance is your radar will incrementally update your map and it will incrementally reveal uh your environment and save that

    Watch at 00:17:38
  11. simple and it's um around being able to find a definite answer like something that is undisputable and for instance we came up with a mission

    Watch at 00:04:54
  12. 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
  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. server is building a physicalism mesh for each client so we have many other features on the planets for instance Caves here isn't here you can see an example of a cave assembled by the procedure layout to after generation

    Watch at 00:40:14
  16. becomes so huge and so hard to deal with that it becomes a maintenance problem I remember a specific instance I had to add one single feature to the old system and it took me like three days because it was just

    Watch at 00:04:00
  17. playing the game then anyone can convey construct that UI anytime so I might be using the shopping kiosk for instance and same comes in from miles away lambda she comes into port OSR and because the date has been synchronized

    Watch at 00:13:52
  18. right, thanks. Yeah, we've we've tried to work in a few little bits of gameplay. Like for instance mining your way out. Like so you know there's rocks in the way and stuff. So, like you know

    Watch at 00:29:26
  19. times which which is super-powerful like adding an octave for instance which is the noise added on top of itself at a higher frequency but lower intensity I know it sounds very technical let's just say we add more detail

    Watch at 00:06:32
  20. have to deal with on the rendering side so if you look at the asteroid on the left for instance that's outside the players view frustum so that just we never hear about that for that frame also

    Watch at 00:09:46
  21. know that it's gonna be like there could be problems when it gets pushed between collision objects for instance and then even the most stable simulation could run into problems it paused it has its own will for some reason

    Watch at 00:19:39
  22. same time but you certainly will be able to have you know a thousand people on the planet person for instance and so the server

    Watch at 00:14:37
  23. start off with the planet geometry which is what you see in here put in all of our instance objects which here is walks and some asteroids in the distance then it's all of our static objects and then our dynamic

    Watch at 00:06:10
  24. have internal bridge of a starship like in Star Trek though you might be say for the polar ice for instance or a secretary bridge for the interest is it possible let the current tech depends on you to find possible tectal

    Watch at 00:40:02

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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