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Roberts Space Industries · transcript archive

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432 moments across 266 videos

  1. next patch I'm just saying that what we what we build towards but the the most important thing is the the base systems in there

    Watch at 00:18:40
  2. kind of we're going to set it up on the PTU with a build, and we're going to do a phased roll out based on your citizen number. So, we'll invite a fixed number of citizen numbers, have those

    Watch at 00:26:02
  3. quickly with this stuff is that it's really important to start from a base of just like complete darkness when you're when you're building these things so right now i've got it's got working lights

    Watch at 00:08:59
  4. materials and since the star the project we've just been adding to our base shade up she called the alum shader but we didn't build it from the ground up so it was type of the decisions that were made

    Watch at 00:00:55
  5. which is one a very common simulation that we that you would do with building terrain water flow simulation we see displacement of sand and soil based on wind input and we see terracing so these are just a few examples

    Watch at 00:19:06
  6. potential for what that list can entail so I can really flesh out build the whole family together and serve as that you know main base uh centerpiece all right uh the cutless the cutless is kind of that uh mixed skirmisher

    Watch at 00:19:06
  7. will pay for the customer support staff and will pay for us to build additional features and content is to you know either sell the base game

    Watch at 00:14:28
  8. stories first or do they get based on gameplay requirements yeah I mean I think at this point we're still building a lot of the mechanics around the Pu so we haven't gotten into specific St I Tony…once they sort of have a handle on that we'll be able to dive back in and start building up with stories and how to tie it into this bartender and going to this you know system and you know what

    Watch at 00:12:18
  9. Engen support inverse Square light fall off it does it does support that it was a requirement for a physical based rendering system when the system first went in it wasn't uh completely implemented so the lighting was a little weird…necessary and even right now with our current build um the lighting in cry engine is still not completely um been revamped for the physical base system so while we do have the inverse Square lighting um now which is really nice

    Watch at 00:16:11
  10. just going to dig into that just a little bit so we're closely based on amd's recent paper GI 1.0 we're probably going to build on top of that but at the moment we're quite close

    Watch at 01:40:52
  11. just going to dig into that just a little bit so we're closely based on amd's recent paper GI 1.0 we're probably going to build on top of that but at the moment we're quite close

    Watch at 00:37:53
  12. that by breaking out just this piece I get four channels for it so base layer would be like a brass and then I could start to build up other materials on top of it so the further we break the stuff

    Watch at 00:05:46
  13. trying to make uh like it's systemic so that when we build the environments it just works as opposed to we program specific actions based on you being in this area but not with the right equipment like the equipment allows

    Watch at 00:04:14
  14. yeah this week we got on our plate uh 2.5 or what the build will be later become 2.5 and that uh is the uh pirate based grimhex and the flyable Reliant among other things and uh some other stuff

    Watch at 00:04:13
  15. vehicle and personal managers. They were already using the same code base. All we're doing really is changing the 3D model the the way that we build players really is the same way way we're building ships…just changing what's what's up front. Technically, to update Arena Commander, it already had the same code base. We just needed to put a new layer on top, but Star Marine required completely ripping out a whole old system

    Watch at 00:23:48
  16. kind of decided what is really successful and what do we want to build on we really felt like the Raven is very very Sleek whereas the base saber had these really nice kind of like Tail Fins and and a nice

    Watch at 00:03:10
  17. worked on the Nox didn't you? Yes, I built the Nox um based off a a very cool uh design that was made. As we were building it, we weren't sure how we were going to do the mechanical bits

    Watch at 00:08:10
  18. knew it it had to be a web- based application uh now there are many many options on what type of framework we can use to build an app like that and so we set out to do a lot of research…kind of communication layer we're going to use and so we ended up uh choosing uh react as a base platform which is a framework from Facebook it's open source um that's our Baseline for the application we also

    Watch at 00:18:21
  19. server is taking sort of snapshots of all this action basically um procedurally building them into uh what we're calling sort of encounter templates and uh based on that as you're flying around so if I was flying around

    Watch at 00:13:44
  20. anytime you say hey let's throw in some alien races is how long you're going to have to build them and the the animation team gets all kinds of crazy when you say hey here's an eight-legged animal…doesn't take priority over what we really need for the base game right now but it could definitely happen somewhere right it's you know again as we build this thing it's it's never completely finished

    Watch at 00:12:52
  21. this to actually worked from the build guys over in Austin through to engineering in Frankfort who have actually developed the app sure that's the copy bill 3 is based upon so really this week's been tying

    Watch at 00:10:40
  22. things I'd like to do as far as building out these really complex suits is almost start from like a foundation or a base of art where you can kind of start from because as far as like rendered concepts

    Watch at 00:31:04
  23. down to what we have in the game which is our male base mesh so taking that body duplicating it allows us to kind of extract information build something that's more realistic and proportional to something that's closer to like

    Watch at 00:32:39
  24. have another third party solution we were using but it was web-based and that caused a lot of trouble in terms of getting it into the build, managing to get uh use perforce which is our source control management system

    Watch at 00:05:45
  25. Easton's and sort of the initial kind of prospecting scouting team they build a space station just inside the jump point that sort of like their main base of operations and while they go out and they sort of survey

    Watch at 00:51:08

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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