Roberts Space Industries · transcript archive
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CitizenCon ▾
86 moments across 25 videos
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 ↗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 ↗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 ↗specifically the Ansel shopping complex situated high above the sprawling main base below the anel area originally served as the command center to Sherman's military operations inside this building you'll find key areas like the edge of Oblivion bar which
Watch at 00:35:11 ↗randomly scattered and they're now BL placed based on physically based rule sets and this logical grouping is is achieved via erosion simulations which we run offline to build localized data maps and they describe the size of the Aggregate
Watch at 00:12:01 ↗- 00:01:11STAR CITIZEN: CitizenCon 2947 - Graphics and Tech Development for Star EngineCitizenConOct 20179y old
know we use lumberyard as our base engine but we have some different requirements to lumberyard so I'm gonna particularly point out the things that we've had to extend and build on top of lumberyard after that
Watch at 00:01:11 ↗ around the fundamental approach we use to build our planet and is the literal foundation for everything else we're going to talk about in this talk today now it centers on datadriven physically based rules that we aim to realistically emulate
Watch at 00:03:23 ↗going to focus on the base textures but not all of them really just the color and the height map before we start off you guys know that star citizen is you know all about building procedural content and building procedural planets
Watch at 00:03:13 ↗using the same base work so one of the things we've been really trying you know not just on on the movie but on the Huds and the mfds is they're all using like a common building block
Watch at 01:59:28 ↗framework and we're trying to share the same base code stuff so it's easier to support and maintain because one of the problems right now in the Pu is because there's a Hajj patch of the old system which…sort of flash scale form system and the new building blocks it's really hard to extend stuff right now and so one of the big obstacles to doing features is actually the UI and so squadrons one of the ways that
Watch at 02:00:17 ↗aiming for here you're going to see more of it we're going to go down to the base of l1 9 and when we look back at it you'll sort of see it's a tall sort of upside…tall it is up on it and let's head out I think this area holds 100 hubs yeah each building holds 100 apps yeah so as more players come online and they would start in mobile we would actually have more
Watch at 00:14:22 ↗signature buildings of new Babbage this is what we're calling the aspire brands good job Glen see we get through there fancy dancy one interests his background is probably where if you were starting in a new Babbage…today what the view out of that's where the hats going to be so if you want your home base or your land your have to be on you Babbage that's where it's going to be yeah
Watch at 00:22:06 ↗about or do I want to do this new thing that I kind of think would be really interesting to build and uh so I actually you know Behavior was one of the groups that um you I thought okay you know…level of uh the environments and art they're doing it's exceptional I mean Montreal has an incredible Talent base and one of the advantages we have because of that is a lot of people from you know other places
Watch at 01:16:05 ↗

