Roberts Space Industries · transcript archive
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them to actually model this. Like the So right now what Ollie's got is a very flat base form to build the larger shapes. But as you can see this is a cloud detail. Uh, doesn't mean it's going
Watch at 00:16:56 ↗does give us a pretty good idea so we try to establish a stability score for every build right we actually autocalculated based on the data that we get >> not patch every build >> every build yeah every build so like we send
Watch at 00:29:49 ↗porting the the in three nines flash-based herd to propriety building blocks system so everything that was there in the existing central flash was your central heads-up display so your your throttle your indicators for landing gear out your hips
Watch at 00:08:59 ↗kind of have to build up the assets based on and of course the ship that you put down right so you can see there's a lot of things here there's a lot of design markup there
Watch at 00:03:19 ↗building because obviously as I might have mentioned a few times I build missions modul um so we build a Lo load of Base sort of modules so with our resource Gathering and our Salvage things the idea is that when
Watch at 00:18:43 ↗work on on common stuff and um yeah it's you know we we build it from pretty much you know the base uh from zero to right now we are uh you know me Mars Andrea we have two of those
Watch at 00:45:27 ↗said, matching the boards as best we can. Um and then using that as as a base to for the scenery team to actually build from. And um begin that process of iteration cuz it's a creative process
Watch at 00:20:10 ↗here yeah the head fits in this helmet so but I can pull in the our base male head it is the virtue of building off of a pre-existing asset since it's all been worked out for the Odyssey
Watch at 00:13:08 ↗this information ped on this also connects with the population manager that we want to build you know how we populate the environment automatically based on what can be done and so on and so on but the idea is like when
Watch at 00:40:35 ↗yeah yeah yeah we've got that we have the assets I'm sure we can build the technology to be able to swap out based on the question player but nothing would be investigated at the moment nope yeah there
Watch at 00:23:46 ↗talk through the toolbars if you want to get started i'm actually building some job um but yeah so so basically you know this is the that base module that eddie was talking about um you know it's bare bones
Watch at 00:06:31 ↗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 ↗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 ↗market um for this new technology i think rough numbers i mean maybe 30 or something of our player base um but that's obviously going to grow over time and we also have to take in by the time you actually…these new mesh shaders which is a new way of building and rendering geometry if that was our core only method of rendering geometry we would lose half our player base and that would be a huge storm so we have
Watch at 00:12:55 ↗might remember seeing Elliot Malby on the on the stream building emission previously he had to open up the subsumption editor to do the the no Noe based logic and that sort of stuff these cargo hauling hauling missions have been completely
Watch at 00:47:12 ↗score of the build but that's because it's one area. So uh you know we we're we're discussing how we can do more territory based uh scoring as well uh so that we can get a better idea…always some factors that you know we've had AMD drivers or NVT drivers issues that affected stability scores some builds and so on. Yeah. >> So how do we use that to determine whether a build goes live? Like is there
Watch at 00:34:39 ↗plane in so there is um we have a system called building blocks which is how we create our 2d ui it's basically like a kind of node based um system for creating kind of like 2d sort like flash
Watch at 00:17:47 ↗those then we go away we designed them obviously it's based on what what features we have available at that moment and so yeah and then we actually build them prototype them there are many different steps in that depending
Watch at 00:01:46 ↗tools I need are things like subsumption which is our logic based editor which I'll full screen in a minute uh star words this thing which is how we build strings for the game
Watch at 00:04:57 ↗into this this we just fill in our own values based on you know like the spreadsheets and stuff that you showed oncl last week and so we can still build missions without having to wait for it and then when
Watch at 00:20:13 ↗turning it into a coded based system so it's uh more robust um it still allows us to put our hooks in it on the design side when we're building logic so I can still request things and tell
Watch at 01:06:29 ↗because the way that we procedurally build them. So there's uh it We have what we consider a an anchor point, which is our view room, and then from there everything else is generated based off of there. Just because
Watch at 00:57:13 ↗whether it's building a swimming pool I used to be a swimming pool contractor way back in the day you know laying gun plumbing and stuff all estimation in any field is based on prior work exactly
Watch at 00:48:43 ↗there think of all our bases of covered pretty much might be able to throw it in now this is literally what you're doing in your day to day we're in the process of building out all of these different
Watch at 00:24:06 ↗occasion you build these things systemically so that the world has an inter the universe has an internal logic hopefully at some point and you can just sort of you like well you know based on this and this and this yeah
Watch at 00:27:52 ↗

