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70 moments across 52 videos

  1. producer. Huh? Nah. Let's go over to Daniel Kimaenski who is talking ship materials and how we build them. All right. I'm Daniel Kimaenski, surfacing artist at Cloud Imperium Games and today I'm going to be showing you some…little bit of my process and how what we use works. And so, we're using what's called physically based rendering. It's just a fancy term

    Watch at 00:26:07
  2. here puts them in. So, our main priority is getting stability up. We want to have a very stable build before we go to PTU um to ensure things are looking good. At the moment, I am working on a method…worst ones. So, I'm working on a method of looking at the percentage of these crashes that have based on the total

    Watch at 00:17:18
  3. lava will soon be added afterwards in an incremental 3.3 patch very cool so 3.1 and 3.2 we're date-based releases what happened with 3.3 object container streaming is a foundational technology for the game…make the date so he said well we're going to shift it at the same time putting two builds out in the hands of our vacati members and ultimately the rest of the community to test

    Watch at 00:01:05
  4. asset approved faster and that means the faster we can get approved faster we can get into the build the faster we can get it on your computers to play with these assets and that's kind of the advantage of this…gonna help the game be more balanced which is really important because we have PPR which is physically based sort of rendering and so therefore the actual materials have made to respond to certain different kind of light levels

    Watch at 00:07:37
  5. mobile apps right now that gives you all the information about the room that you are in my role based on the system was to outline the sound design elements of it speaking with design and codes and animation and basically coming…work closely with you and Braun use one of our audio programmers and together we kind of start to build this system be able to give audio feedback to what the actors state system is doing so the player can have here

    Watch at 00:19:37
  6. know you know the naming of the Hornet and quite a few other Wing Commander ships were always B based on sort of you know historical precedent cuz I took a lot from World War II or present day sort…know on Star Citizen I was like okay we need a a ship I need a ship to build that we can fly around uh and I can sort of test out um you know all the different things in terms

    Watch at 00:07:25
  7. example will be sent after the same item rather than having their own distinct item to collect they'll now build on that work by adding support for abandoning missions as well as unlawful and lawful asymmetric missions for multiple players this…kythera AI this is part of an ongoing effort to create all ship AI functionalities we need for subsumption based AI for the remainder

    Watch at 00:05:03
  8. planet it the result of the ground is never the same what we try to do when we build an asset library for the procedural system is to not for example define the final service material so what…system this is making sure that we can put more in our memory because we're using the same base elements

    Watch at 00:20:54
  9. being an engineering manager for our operations team that's uh based in Austin so you took a more technical like slant than you maybe did at your previous employer yeah exactly um you know before I was dealing a lot with…that's reporting to me has everything that they need to uh accomplish uh the massive amount of server infrastructure build buildout that we have to do and um making sure that our server Engineers coordinate with our devops Engineers to build

    Watch at 00:31:18
  10. verse which airs tomorrow at noon PST in addition to the new shows we've been refining our subscriber experience based on feedback from the community yes we have and we're kicking off a new year of perks today with…publishing efforts for star citizen alpha 3.0 let's take a look at what went into getting the latest build live in the PU hey everyone tyler witkin lead community

    Watch at 00:01:02
  11. involve um graphics programmers to give us the features that our editor needs that we to kind of build these kind of engine trails. Lots and lots of particles for for example. So one thing that we didn't have…screen before it affects the CPU. Of course to speed up the system we have to reorganize the design uh based on how how a modern modern PC works. Data can take like

    Watch at 00:15:31
  12. dropped it out gave space for some dialogue uh and then gets ready gives him space to build up again into the first big pass by which I spoke about earlier so in the tunnel section of the trailer I really wanted…that with some big whooshes one as you go into the tunnel then you have a looping one which modulates based on the actual speed of your ship and another one again that

    Watch at 00:20:33
  13. ability to create all these handcrafted pieces and then to allow the designers to build on top of those to link those pieces together to create very quickly what you know what seems like incredibly customized missions, but they're able…doing this to 24 to 36 as you basically refine all those algorithms and you start to get your base library of functions and stuff

    Watch at 00:34:29

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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