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10 for the Developers: Episode 08

10 for the Developers ·
Published on this date.2016-05-03
· 20 Q&As
Just curious about how procedural generation will work on planets with large bodies of waters(oceans?) and how will that effect performance? Is is hard to render so much water or easier on the side of the player? Also: Space whales?!

Forrest Stephan: Excellent question.Sean Tracy: Space whales, I love it.FS: I don't know about space whales, but I do know working with oceans in the patch, it's shader driven?ST: Yup.FS: So I think that it is achievable without killing performance.ST: Absolutely and again, Carsten Wenzel is one of the... He's unsung, he's very quiet unless he's very angry, but he's written white papers for the engine, he's been there from the get go and he's actually working within this. He's actually training one of our junior programmers to do this particular implementation. So him and a gentleman by the name of Tiago who went ID software I believe and worked on Doom, worked on our oceans originally within the CryEngine. I think I can go out on a limb and say the oceans within the CryEngine were one of the best features within the engine.FS: They're amazing, it's incredible.ST: We had scattering through the waves, all this crazy stuff that eventually...FS: When you go underwater, the volumetrics, it's just gorgeous.ST: Exactly. So I think you can expect at least that level of fidelity, but what's tricky again about water is how, first of all the highlight changes at a distance. So when you're approaching a planet, the planet has got to react very differently, specularity wise to the surface first of all.FS: Well the furnell is just..ST: Exactly. Then when you get up close, you want to see waves, but you don't want to see it tiling everywhere, so we've got this real big scale problem that we're going to have to deal with, dynamic tessellation on this stuff, being able to have displaced waves and things like this and then additionally if we want to go underwater, which a ship to design should be able to do, right? Lets hope the design says ships are submarines also. To me, if a ship can go into outer space, it can go underwater right? I think it should be able to go underwater, but whatever, we'll see how that goes with the design in terms of that design thing. I think that's should happen.ST: If you go underwater, space whales indeed.FS: I'm going to have a task when I get back to my desk to make sure the jet pack supports underwater as well.ST: Oh! That's a good point, right. What a Pandora's box right, cause you get under, you open the back of the Cutlass and what happens, right. Shouldn't the water flow in, right, but with the local physics grid like pushing water out, I don't know. There's all sorts of crazy...Thomas Hennessy: A submarine though is built to withstand the extreme weight and pressure that the water puts on it and I don't think a ship needs to withstand the same amount of pressure in outer space.ST: Yeah, I'm not sure, wouldn't you think a missile hitting the side of your has a lot of pressure?TH: I feel like a missile hitting the side of your ship is close enough.ST: Right, I don't know, anyways.TH: I don't know, I'm just saying. When J.J Abrams did it to the enterprise, I think it was kind of dumb.ST: What? Put it underwater?TH: Yeah.ST: Oh I think it was fine, it's got shields, shields!FS: Are you talking about Voyager home?TH: No the one where.FS: Isn't Voyager home, it's underwater?TH: No.FS: No?TH: No.ST: Oh that shot, that shot when he's coming out of the water.TH: The new Star Trek with that J.J Abrams did where the Enterprise is hiding underwater.ST: And then it comes out of it.TH: Yeah it was cool, but it didn't make any sense.ST: [Laughs] But it didn't make any sense, fair enough.TH: Anyways, sorry.FS: Can ships go underwater if the Enterprise can do it.ST: Who knows.FS: No. [Laughs]ST: Yeah right and again this will be a design debate and as you see there's a couple different mindsets. I'm sure all the players are gonna go "Ya, Absolutely they need to go underwater" because that will be more fun.FS: Then other people will be like "No! Finish the game!".ST: Nah we can do a hunt for Red October things.FS: I'm more interesting in the space whales personally.ST: And the Space Whales.FS: [Whale noises]ST: We talked a little bit earlier in a question about Fauna anyways so space whales, megafauna, I think we're gonna have to support something like this. Whether it's whales or big big things on the ground, walking around.. Yeah sure, space whales, let's do it. You heard it here.TH: [claps in the background]ST: So that pretty much pushes Chris into a corner right?FS: Do you want to hear my space whale joke?ST: Oh yeah, I do.FS: So a space whale walks into a bar and he sits down next to another space whale and the space whale goes [Whale noises] [Whale noise intensifies] and then the space whale looks over and goes... You are wasted...ST: [Laughs] You're wasted! Awesome.

- asked by Fallun in
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Will there be 'Barber shops' in game or places to alter our character's appearance for aesthetic purposes or in an expanded capacity a not so legal purpose?

Forrest Stephan: That sounds shady...Sean Tracy: Yeah, not so legal purpose so is that like a?FS: Change your appearance so you can get away with a crime.ST: Yeah, right or is that like? I don't know...FS: I think there will be... We've been working a lot on hair recently, that's been a big topic because no matter how great your head scans look, you still need hair.ST: And that's our biggest problem right? The current hair that we had worked on and even some of the tech we're fighting with a bit is that's what's bringing, not down, lowering the quality, bringing down the heads a little bit. You take a look at the head, you take a look at the face texture and we've got the crazy winkles, we've got pore mapping, we've got all this crazy stuff and then you've got a current gen looking hairFS: Hair which has some alpha test on it.ST: Exactly.FS: With maybe some directional mapset. There's a lot of elements still missing right? You can get that nice rim lighting.ST: Right, right.FS: I'm sure we've all seen the Paragon demo where they have all the hair strands and stuff.ST: Well they've got this awesome spine stuff which looks just amazing, I love the look of that and we're always checking that stuff out.FS: You always want all this tech, but you still have to commit to where you're at and work with the tools you have.ST: RightFS: To get it done and further down the roadmap you can always try to stay on top of what everybody else is doing and keep to the same technical standards that the rest of the games have.ST: Yeah, right, and same visual standards really right? I mean we've gotta be one of the best games out there and we don't want to give you any old technologies kind've the thing and we don't want to make the faces we spent so long on look worse.FS: Yeah.ST: So the actual question is: Are there gonna be barbershops? That's a design question, I have no idea about barbershops. What I do know is that you'll be modifying your face in a medical facility of some sort.FS: Yeah like reconstructive surgery.ST: So whether you're doing your hair at the same time, that's a great question, probably?FS: I would say so.ST: I would guess.FS: I would imagine anything that has to do with the head in general.ST: With your face so facial hair or whatever else so I guess you have to get plastic surgery to shave.FS: MaybeST: Fair enough. I mean yeah, we are in LAFS: We'll see what... [Laughs]ST: Pretty normal. There's a lot of problems to solve with the hair like Forrest was saying. Even down to just having different head sizes. I mean all the heads are a different size so how do you stop yourself from making every single haircut for every single head.FS: So if I have one haircut made for one head, but obviously when you're customizing your character you're gonna want to have access to all the different hairs.ST: Pull all the different hairs.FS: But what if you chose NPC shaped head 9 as opposed to NPC shape 55.ST: Exactly.FS: Or even if you controlled it through a modifier or something or blend shape whatever we're gonna end up doing. How do you make sure that the hair stays attached to the head when the head changes size?ST: That's the thing and those are problems that we're solving and they give you an idea of that particular one. How we want to do this is that we have an actual scalp map, we hold all the morph targets for every single head within the scalp map, or we keep offsets of every single joint that we need to offset when we're customizing the face so we only make one model that contains all the morph targets for every single head and then the hair cards on top of that, those are going to have to move around.FS: And we've kind've started to play around with it. We realized very early, eyelashes for example right?ST: Oh that's a good oneFS: You make eyelashes and then you're like "Wait a minute, everyone has a slightly different size socket in the head", so how do you make... You can't just make.. We have 120 different heads, you can just make one set of eyelashes to fit all the eye shapes right so all of a sudden you have to figure out, that's where our technical animators come in.ST: Yeah the technical art team, we've got a really awesome technical art team and one of the things that our team is the best at and I say this and I'm super proud of the guys for being able to always do this is these massive script updates that will affect all the assets together. So one of the hardest things about this game is the sheer scope of it right? Like "How many heads we've got?" "We've got over 100 heads. "How many character bodies do we got?", we've got hundreds of these. You can't go in "manually open up my tweak one, close it, save, manually open up my, close it, save". It would take you all year, but we've got like Mark Mccall, John Rigs, Gauge, Matt Intrieri writing these scripts that are a batch process to it.So to give you an example, Mark Mccall made the eyelashes right? So one thing we don't get delivered eyelashes with the face is, it's a problem because they look pretty funny with eyelashes, especially females right? So what he's done is he actually has a script that builds the eyelash geometry. Not only does it build the eyelash geometry, but it checks the head that's it's working on, builds the geometry, skins it on, exports the process; puts it into a CDF and it's done.FS: Because that's how you manage it right because you want to have your artists spend your time on eyelashes because if you could have them spend time on one eyelash, they're gonna look really good. If they have to spend their time on 120 eyelashes, you're gonna have a very low quality set of eyelashes.ST: Right and you're gonna have an artist that wants to kill themselves by the end of it.FS: And we have this visual bar, yeah totally. So you want to have artists concentrate on single elements and then you have your technical artist populate those single elements in a very smart approach to save the labour time so we can concentrate on the visual fidelity and not the art labour.ST: The actual labour of it, Sure. This is where bugs come from. So to give you guys an idea, asset bugs, this is usually what happens. So you'll do a batch process like this, you have to spot check a whole bunch of them, maybe have QA check every single one of them, but you'll spot check a couple and then there'll be one that didn't one correctly or one that somebody's PC lagged out for a half a second or whatever, I mean this is where the asset bugs come from. It's not like somebody was sitting there, they looked at it, it's whatever the face is exploded and they're like "Yeah that's good" and they go an export it. It's usually something that somebody hasn't actually physically touched.FS: Yeah, yeah totally.ST: Cool.

- asked by BaconofWar in
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Any chance you could give an update on the female model(s)? What has caused them to be held up for so long after the male model was released? What are the current issues that stop the model(s) from being available in the 'Verse?

Sean Tracy: So, I can blame all kinds of departments... I mean Steve will be super happy... so Steve Bender right now is in Frankfurt, you know my partner in crime there. We all have an office that is also shared so I'm going to blame Steve on this one. Would I say animations is behind, no and that's not really the problem actually, we've had...Forrest Stephan: There's a lot of hurdles.ST: A couple different things on the mesh that I'll let Forrest answer on the animation technology side. What we really want is a completely finished male. That doesn't mean mesh, that doesn't mean necessarily like outfits and things like that, what it means is everything to do with animation. So, we've got most of it, right. We've got a lot of first person stuff, holding weapons, we've got cover, we finally now got mantling and vaulting. So basically once mantling,vaulting, cover, locomotion, ships, what else am I missing, I'm missing something and AI sort of interactions anyways.Once those are all done for now, then we can basically just plunk a female into it. There's a technical implementation side of this where we actually have to plug a whole bunch of stuff within ManneQuin, if any of the asset names are different between the male and the female, and sometimes we've done this, that's going to cause some problems within ManneQuin. We actually want to use the exact same logic that a male does to the female cause we don't want to be fixing two different bugs first of all...FS: Here's the thing right, exactly we don't want to make the same mistake twice and we don't want to make the same mistake in parallel with each other...ST: That's it.FS: The one thing we are doing is we're figuring out every single thing that goes right and goes wrong and figuring out our complete process and then taking the female character and having a much smoother transition and making sure that everything works properly with everything we've learned from the male character.ST: Exactly. Then that way a female implementation is easy, it doesn't take us nearly as much time because a lot of it is, 'oh, how did we do the male. Ok, let's do it the same'. So, that's what's going to solve all our problems for that. The other thing that this gives us a huge benefit for is the Vanduul, it's going to be the exact same process. So, once that male is completely locked down for the Squadron 42 aspect of it, vaulting, mantling and all the animation... then females, you know, it's not done but we got all the assets, it's just a matter of plugging it in.FS: Yeah, we're still doing some polish to the actual female herself, the body, you know we want to make sure that that's correct...ST: Should we talk about her 4K nether region texture...FS: Never outsource...ST: So, that was interesting...FS: Never outsource characters.ST: Yeah, if you outsource characters, just be prepared to get stuff back you might not be expecting.FS: You never know what you're going to get.ST: They don't want me to talk about it but a 4K nether region I think you can figure out what that means. 4K texture for that... just don't get it.FS: Then there's obviously the rigs and everything you've got to solve but the female model is coming along and I'm personally very excited to have it. We've already had some clothing made for it, we want to get that and I think that's going to fall under the customization too. We had to figure out how the players are going to be able to customize themselves with all their items and stuff, and the male had a series of clothes already so we were able to tackle that challenge and figure it out and now we can move onto the female. So, super excited that is coming very soon.ST: Right, and just to give you a full, sort of, look on this...the females we've already got them locomoting around, we've got a bunch within Squadron 42 that are specific to Squadron 42 so they all work. It's just a matter of you not having seen them within the persistent universe yet because when we give them to you, we want to have customization as you said, we want to have all the same outfits as the male. We basically don't want to take anything away from the female, right.FS: Then there's the whole, we have all our heads, right. So we've been solving, you have your body then you have these head scans, how do the head scans fit on the body, match it with the topology, the skin tone...ST: You've got to match up the skin tone.FS: Which is a whole...which is a challenge. So, there's just a lot of things we got to do one step at a time to make sure we don't make the same mistake twice. It's as efficient as possible.ST: Yeah, when they come online they'll be fully featured so we won't just kind of build them out slowly, they'll just be...FS: Yeah, exactly.

- asked by Solaias in
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Which upcoming feature gives you the biggest headache so far? Which will probably be the hardest nut to crack, except the new item system.

Sean Tracy: Are you serious?Forrest Stephan: Except the new item system.ST: He put that in there, the guy new, the guy new, he's like they're gonna answer item port system.FS: Of course it's the new item system.ST: So I wonder is the guy's name Drew or Drug? Or Droogah?FS: Druh, Drew, Druff.ST: Druff.FS: I don't know, I can barely read.ST: Awful. Okay so which feature beyond Item Port because the Item Port one is really tricky and yeah I'm trying to answer with the Item port.FS: Well I'm just gonna go ahead and do it. It's the Item Port system and we can go into other things, but I'm gonna talk about it anyways because it is the biggest headache so far because we're working on it all the time and you're working on it constantly.ST: Mhm.FS: So the biggest thing that we're dealing with right is all the characters for example are going through a major transitional phase. They're going from what, CryTek uses CDF's which is a type of XML where you tie all your items together, into a sophisticated item port system.ST: Yup.FS: And you've currently been working with Engineers on building this tool and so now we're going to be able to build characters as items with this new item port system which is super helpful, but at the same time it's difficult because you're trying to support everything that's previously existed because you don't want to break everything for design.ST: Exactly.FS: Cinematics, but yet you want to push forward and use the new tech so like it's difficult to support both, but you do have to make the transition.ST: Yeah, it's one of those infamous problems where you've done everything right when you have exactly what you started with.FS: Right.ST: Which seems to make no sense. So visually right and Forrest hits the nail on the head with this one. Again the CDF setup was great for Crytek, it's really hard to maintain hundreds of characters with that sort of system. The other thing that didn't work for us on a coding... programming side is every independent piece of the character, actually needs some component code to go with it.FS: And it needs persistence, right?ST: And it needs persistence, exactly. So because of the new item layout we can actually have different code running, different functions running on different pieces of the character itself rather than you being one character as a whole, you're actually a collection of a lot of different gameplay components that are being updated differently than other things. We kind of didn't really answer is question except the new item system.FS: Yeah and..ST: Beyond the new item system, what else hurts us? Like the character one is a hard one.I would honestly say just the full scale because we're' doing the full scale solar systems now and that's something that I really think is gonna end up out to the community sooner rather than later, is the full size solar system itself. I think that's gonna be the hardest nut to crack. We've already got all the support in it, but it's all the extraneous stuff that we haven't thought of yet or haven't even seen. So we've got QA starting to run it through these full scale tests and then not only will we have full scale, but likely at some... I don't know if it's gonna be at the same time, I'd like to see this happen all to together, is we put one of the "procedural" planets within there.FS: Right.ST: Now I call it "Procedural", it's gonna be the designer controlled planet. So we put one of the planets into the full solar system scale and then we see all the problem that, that brings.FS: Yup.ST: Right and then we've got to start fixing these..FS: We're combining these fulls systems or full solar systems with procedural planets,ST: Exactly.FS: With the player customization and the backend.ST: Yup.FS: The persistence so your character is your character going forward and all these things come together which are all 100% necessary for this project.ST: But how awesome will that be because that is the last piece.FS: But how great is it gonna be because that's really.. We've done so much of the development for art and the content and figuring this stuff out.ST: Sure we're always doing a smaller scale version right, smaller scale and this is finally everything.FS: And this is what brings it together right? It takes all these things we've been working on these past couple years and finally puts these final pieces together.ST: Exactly. So it's Large world, item port, planets working.FS: It's super exciting, but like anything we know it won't be easy, it will be a headache and it will be difficult, but we will achieve it and it will be conquered and it will be awesome, but you know there will be problems.ST: But yeah you guys will see this sooner rather than later.FS: Oh for sure yeah.ST: Because we're doing the testing now.FS: We're doing the testing now, Awesome. Any chance.. How did they know about that new item system, I wanna ask, I'm gonna ask you first.ST: I bet you Chris talks about it all the time.FS: You think this is one of our internal employees asking this question just to mess with us?ST: Oh you think so?FS: Maybe? I would think so.ST: Probably... except the new people.

- asked by Drugh in
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With localized physics grids being in the game, have you ever considered using them for more unorthodox means- for example, space ships or stations with varying directions of gravity? I'd be thinking of something like circular space stations, or space stations where the ground just 'continues' up a wall(Inception style),or space ships where on one deck the direction of gravity would point outwards, so the hull would act as the floor. How cool would it be to look up and see people 'hanging' from the ceiling doing their normal business? Speaking of circular gravity, are planets going to be basically enormous localized physics grids, or is there more to them? If so, can you explain a bit about how they're going to work in that regard?

Sean Tracy: Alright so these guys are always sneaking two questions in aren't they? There's like a main one, but oh by the way,Forrest Stephan: 20 for the Developers.ST: Procedural planet something right? No and it's cool, I'm so...FS: It's such a cool question, you can see why it spawns more questions because...ST: Yeah I'm super happy that everybody is so into the planets because that's gonna be such a huge unique point to Star Citizen anyways.FS: Right.ST: So the first question really is about localized physics grids and using them in a more unorthodox way. We've done this internally a lot actually.FS: Yup.ST: You can have a lot of fun with the physics grid. Doing a circular space station is very much possible so that way you can have a localized direction of gravity all throughout the localized physics grid which is quite cool. The other thing, again this is something Chris Reign had worked a lot on is that we've got a sparse voxel representation of the physics grid meaning we can shape it how we want. We give the system a model and it gets as close as possible to this particular piece of geometry. Now the higher poly the geometry is, the more expensive, the more difficult that check is to make, but absolutely we've done this kind of stuff internally.FS: We've even messed with magnetic boots.ST: Grav boots, yup.FS: So, yeah.ST: I think we actually took them out of the build for a little while because the animations looked so weird on them.FS: Yeah, yeah, but that's the thing...ST: We'll be putting those right back in. So not only will you have the localized physics of say, just like he's talking about like a circular space station or something like this, but you'll also be able to magnetically connect yourself via your magboots or whatever.FS: Which is probably super helpful...ST: To pretty much..FS: On the outside of the ship right? To get around, especially for the bigger ships.ST: Sure, totally. It's also kind of fun.FS: Yeah it's super fun.ST: I mean it's a neat thing to mess around with, just like he says somebody is going about their day to day business and they're hanging upside down from you or something like this.FS: Yeah, yeah.ST: But yeah that technology lets us do all this kind of work. Speaking of circular gravities, are planets going to be based basically enormous localized physics grids or is there something more to them. There's a lot more to the planets. One of the tricky parts again and I think I talked about this in another 10 for the Developers is that we can't possibly store every single piece of physics collision on the server all the time, right?FS: Right.ST: So this is something that we've gotta generate on the client side at runtime somehow. So there not big physics grids essentially. They have their own gravity, it's completely implemented independently of a physics grid. Uses the same concept I suppose, but it's not a physics grid entirely. It would be far too large and it's not even close to a granular as what we even need.FS: It's different than when you enter a ship for example right where you setup your boxes and everything.ST: Exactly, it's very, very different. Again if you think about it right? You've got a very different shape, you've got a sphere and everything's gotta be a local gravity.FS: To the centre.ST: To the center of the sphere whereas in a local physics grid it's kind of defined. It's either a box or you can eve do a circle.FS: It's a box, this is the gravity, this is the ground.ST: And then everything is going in that direction, but yeah it's a little more difficult to do on a planetary scale, but it's not a big physics grid, it's... not to be condescending at all it's a lot more complicated unfortunately than that. I wish it was easy enough as making a big physics grid, but that wouldn't really work for what we need.FS: No, definitely not.

- asked by Oberscht in
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Will planets have variant biomes and/or weather regions or will each planet be uniform? Do you think current procedural tech will be capable of generating flora and fauna at a fidelity close enough to the art you are producing?

Sean Tracy: That's a great question. There's actually two questions within here. Right?Forrest Stephan: Yeah. Yeah.ST: So the first one that I want to deal with is, "Will planets have variant biomes?" Of course! We have to. Otherwise you're gonna end up with planets that all looked rocky.FS: Yeah.ST: Planets that all looked frozen. Planets that all look...and we've got some of the best atmosphere technology that I've ever seen.FS: Oh it's incredible.ST: It's absolutely phenomenal.FS: Yeah.ST: We've got... I don't know how much we're talking about this yet, but we've solved all kinds of lighting challenges, let's say. Thing like GI on the planets. There's some good solutions already in place. I don't see any reason why we wouldn't have variant biomes. Now if he's talking about variant biomes within the planet itself. You've got a planet, up north is going to be the polar icecap...FS: Yeah, yeah, and down...ST: On the south is gonna be polar icecaps. In the middle, does it get warmer and stuff like this?FS: Yup. Desert or something, who knows.ST: Absolutely! There's no reason we can't do this. Weather regions is a bit of a different story. That's a lot harder, because sure we can do all levels of code. We know where you are on the planet, we know what sector you're in, what's around you. But how do we communicate that over to the player?FS: And how deep do you go with the design? Do you have it where, when you go to that location that it's always raining?ST: Exactly! Or is there a hurricane?FS: Or do you do it where there's actually some kind of weather happen? I think there's a lot of...ST: Right, right.FS: Things to solve with the weather.ST: To give you guys an idea, these are the things that we're thinking about. The fidelity of our planets are gonna be such that you've not seen this before. There's no question.FS: Right. Oh absolutely. I've seen it, it's awesome.ST: Now whether you have moving weather and things like that on it? That's a problem that we're not yet ready to solve. They're already taking a look at it, things like volumetric clouds and all this kind of stuff, to have moving weather patterns and things like that within the planet?FS: Yeah.ST: That will be something for another time, I think. I do think that that's gonna be one of the pieces we wanna do.FS: Yeah, eventually.ST: I think it would be amazing. So the second piece of this question is, do I think that the current procedural tech will be capable of generating the flora and fauna...FS: Right.ST: At the fidelity that we are? Yeah. Absolutely, that's the goal.FS: Yeah. Because the art is still making the assets. So the fidelity will be there, right? It's just a matter of this procedural tech deciding where to populate the plants and the animals. Right?ST: Right.FS: I don't see any reason that we can't have the same visual fidelity that we have for the rest of the game.ST: That's the drive, that's the direction, right?FS: Yeah.ST: All of us have worked on. We've all worked on little levels that have been hand authored so much.FS: Yup.ST: Our goal with this whole system is to be able to make an entire world at that same level of fidelity. We want to have trees that look like Crysis. We want to have...FS: Yup.ST: We want to have animals and things like that within them. Absolutely we want them to be at that exact same fidelity.FS: It's just...ST: And do I think it's possible? Absolutely.FS: I think so too.ST: With most of the stuff that we've seen in the last little while? Absolutely.FS: Just have to be smart about how you author your art. As long as you go for a very technical, practical approach and optimized approach. I think that's really quite possible.ST: No, and that's it. To be honest too, the other thing with it is generating forests, trees, even animals and things like that. Getting them all placed on the planet is difficult yes, but there's harder types of planets to do.FS: Yeah.ST: One of the more difficult, and you've worked on things around this, is like procedural city-type planet. What then do we do and how do we keep it at that fidelity for a planet that's covered in an entire city?FS: Yeah.ST: That's a lot trickier, I think anyway.FS: Yeah. Well, you know, it's just a matter of you just making everything as modular as possible and then who knows what you could do ...ST: Exactly.FS: With the right game play code.ST: I hope that answered the question. I know we're being a bit obtuse, but it's only because we want to be able to show you.FS: Well, we haven't gone into a lot of things... yeah, yeah.ST: Yeah. Before we get too ...FS: They're all happening. It's all a moving product.

- asked by Duke Dirty Work in
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The Orion mining ship has a larger laser for dissecting asteroids into smaller chunks. How do you implement a continuous beam weapon like that? Is it mostly animation while using an ultra high rate of fire and ultra low DPS? Or is it an actual beam?

Sean Tracy: This is actually a really really good question. This comes up a lot in games where you're gonna have a pulsed laser that's really just a glorified machine gun or if you have a beam laser weapon and as everyone knows we don't have a beam weapon within Star Citizen yet. We solved this problem on an earlier project that I had worked on, a little modding project called Mechwarrior: Living Legends. They weren't continuous beams but they were there for quite some times so the problem you've got to solve is not necessarily having a long beam because we have different levels of ray casting we can do.Forrest Stephan: But continuous segments where you know where to break the beam so you know where it stops when raycasting hits its location.ST: Exactly. That's right because we've gotta show it somehow. We've gotta be able to one off the geometry so it looks good and second we've got to be able to change the length of that geometry. Now does it make sense to have one piece of geometry...FS: That just draws until it hits a distance.ST: That's two kilometers long well think of the bounding box of something like this right? So that's gonna cut out when you look away so that doesn't work really well. So what we did on the Mech Warrior project is we had segments of lasers that would just be[Draws lines with his hands that stack on top of each other]FS: That just kept stacking on top throughout and then leaving and stoppedST: Stacked on top, but then you've got other problems with that, that comes to do with draw calls so you've got one object, two draw calls, another object, two draw calls.FS: What happens if they're all one meter?ST: Two objects, another draw call and if you've got 2000 meters of that.FS: Kilometers or something, what happens.ST: Exactly. So the best way to do something like this is not necessarily to have a continuous rate of fire, is to do that raycast, you do that ray check every couple seconds, every couple milliseconds, not every frame because there's no reason to do it every frame, but to actually extend those verts you control the verts on the effect itself so it does the exact same length of that ray and then you grab those few verts and if you move it back, move it forward, move it back, move it forward.FS: Just kind of already how our projectile system works currently. For those that don't know, in the original trailer I made a bunch of particle effects and then I gave them damage and physics and all that stuff, but once we actually came out with Arena Commander and needed a more sophisticated solution to support networking and all this stuff right. We decided to switch from just a particle effect over to a cylinder, a capsule and then that capsule that would draw and shrink depending on its velocity and all these effects and then we would attach a particle effect on top of that including with an additional glow shader. So we rendered the capsules as type of glow which we have all these shader effects on it, then we can also attach a particle effect on top of that for additional effects and then the verts actually can move and stuff.That's gonna be a super fun gameplay trick, I'm really looking forward to that.ST: It's gonna be a neat effect yeah and actually what's really cool is we already got all the actual weapon fire, weapon type, we've got that all in place, all the code in place and it's really a matter of having the visuals that come alongside it. There'll be cool things like when we have scrap or when you're trying to pull out minerals and things like that from a ship.FS: Right.ST: When you're trying to get... We're calling it scrap or something like this?FS: YeahST: But we're gonna need a beam weapon for that.FS: Yup.ST: We're gonna need some sort of beam for repair. We're gonna need some sort of beam for mining, so we need this beams anyways and again the game code is pretty much done for that, we just need a nice effect so that's kind of next up for some of the VFX guys.FS: Yup, alright. So that's gonna be... I'm looking forward to what the team comes up with that one because we're getting close I think.

- asked by Duke Dirty Work in
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Are there any new animations or physics effects that you have been working on and the challenges that you have encountered?

Forrest Stephan: There's so much. Sean Tracy: Right, there's so much to do with animations and physics together...FS: Where to begin.ST: It's a system that is completely interwoven. Evo Hertzig does a lot of work on this particular system, as well as a gentleman by the name of Chris Rahm. What we've been working on constantly is the zero G driven ragdoll kind of technology. This is pretty unique to our game and the driven ragdoll itself isn't unique but the transition between animated character to driven ragdoll back and forth, back and forth and going within physics grids and things like this. There's a lot of problems, and a lot of challenges that that brings. It might not be super obvious to the players, that we are working on things within there.FS: Right.ST: From what they see, "Oh, yeah it all works." There's little things that we want to fix within that. So, the other sort of portion of this, that's been very tricky actually to be working on, is the skeleton extension portion of this; has a little bit to do with the new item port system. What happens with the new item port system? You start as a base skeleton, then you add let's say a head or helmet. That skeleton actually extends. FS: Right.ST: So we have a skeleton within the head that has a shared root. That actually extends as the base skeleton. We then deal with that as a normal character. So, what's tricky about that is that we've got to figure out a way, we've worked on it quite a bit last week before Evo went on holidays, to rebuild that physics skeleton without completely rebuilding it... FS: Right.ST: It's one of the things that takes the longest time on the CPU. That is to then be synchronized to all the players. FS: Right.ST: So yeah, that's kinda what we're working on within there. We want that driven ragdoll to be affected. We want, as we add different skeleton extensions on, to extend the skeleton physically as well. FS: Yeah. It's just so much to think about. I mean...ST: Absolutely. FS: You're in one physics environment then when you enter a ship, you enter another physics environment, right? Then what happens if you're ragdolling from one physics environment into the next physics environment. Then have you turning back into your regular animation.ST: Exactly.FS: There's just so much to think about.ST: The relative space of that moves so often. We have a World Space, the Local Grid Space, the Zone Space. So yeah, there's a lot of transitioning between different, we call them partitioning grids.FS: Right, it's just so cool though.

- asked by Tranton in
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Given that procedural planets are generated from a seed, if we go down to a planet and mine a location and it becomes depleted what happens after we leave? Is the planet permanently altered or would that location regenerate creating an area that we can constantly go back to and exploit?

Sean Tracy: Well this is an awesome question. First things first, I just wanted to explain, I tend to end up answering a lot of questions related to the procedural planet stuff. The big brains that are really working on the procedural planet technology are all within Frankfurt. Guys like Marco Corbetta, Carsten Wensel, Sascha Hoba, Pascal Müller. They're all working pretty much full time on the procedural planets.We get a lot of oversight on them, we gotta blend them into the game where they're working on the tech. Just consider that when I answer any questions regarding it, is that yeah I'm trying to represent as best as I can.Forrest Stephan: Yeah. We just get to play with it, right?ST: Pretty much.FS: But they're driving all the tech.ST: That's right. They're driving everything that it goes through. To get to the actual question, it's a really good question because, yes, the planets are generated from a seed but consider that our game is multiplayer. We can't generate a different seed for every single player that goes down to the planet. Me and Forrest can't be flying toward a planet. He sees a mountain. I don't see a mountain. I end up flying through it...FS: Right. Yeah.ST: Or whatever. That's going to already be kind of set in stone. So when we generate this planet originally, as a developer, yes we will have a seed. Once you seed as a player, you're always going to see the same thing. Now when it comes down to actually permanently altering the surface of it... what's likely to happen is that when we do mining, it's going to be another object on top of the planet.FS: Right.ST: It's not going to be the planet itself. No, you probably won't alter the actual planet geometry itself, or any of the seeds related to it. You'll alter a different object that's placed on top of the planet. Just to give a really out there example, you've got a big block of ice, right? That big block of ice is sitting there on the planet. You fly down. You're mining water out of the ice, let's say. That ice disappears.Now the question is, will that ice then regenerate? Well it's a design question. It's going to be up to the designers. There's no technical reason why it can't, but likely what's gonna be happening is that we've got an area of ice, right?FS: Right.ST: So it's gonna be a certain number of minerals within a certain, pretty large, area. You're not gonna get the exact same ice block in the exact same position.FS: I think that's where the seed kicks in, right?ST: Sure.FS: You get the initial planet generated, but then the objects on the planet that you're mining and stuff maybe they'll have multiple seeds. So when it regenerates itself, if it regenerates itself, which I don't see why not.ST: Exactly.FS: That would be... random.ST: And that's something that we want to control. It's really important that we control the commodities within our world, so that the economy...FS: Right. Which affects the economics of the whole thing.ST: Exactly. That's kind of a long answer to whether it regenerates or not. I would say no, it doesn't actually regenerate, but it will be somewhere else. The seeds are all shared, so everybody will see the same thing.FS: Exactly. Awesome.

- asked by Daz in
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Will there be a system implemented that assists with formations? Like in Freelancer, you could form up and jump at the same time with other ships, and be locked into an escort position when teamed up with a capital ship.

Calix Reneau: This is another one of those really timely questions, I was just talking with John Pritchett a few days ago about something similar, picking a flight leader and making them your IFCS's relative point of reference. So when they move your IFCS will track that and move to accommodate. It will require a friendly IFCS handshake, so you won't be able to use this to make dogfighting disappear. What it will do though is allow you to make complicated flying formations by moving only relative to your squadmate, rather than relative to the universe. I'm sure that'll make reacting to the universe difficult, but we have a fairly broad spectrum of exactly how it's handling that frame of reference, which is something we're looking to try fairly soon to see how the game handles it.Matthew Sherman: Formations are an interesting thing, especially with something as big as SC taking into true 3D space and managing all those positions at once.CR: Even to the point of being able to communicate formation. We had a proposal for just having "here are my wingmen spots" so you know where to fly in order to fly with me, so you can work together a little more. It's all some the immersive things that come about because of our simulated systems. I'm all for the "just try it" attitude!

- asked by FeenixRising in
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Say I find a derelict or something that has a lot of value, but it is beyond my abilities to "take it all home", so to speak. How long will that derelict "persist" in the universe, for me to sell the position data to another player, without them hauling out there, only to find that it's gone/that instance is closed?

Matthew Sherman: Right now we're still getting the exact details of our salvaging system worked out, but in short, if you find a big prize you'll be able to take advantage of that somehow. Be sending a call out to friends and having them bring a big ship into your instance, or maybe a couple of hours could pass by and you'd still be able to get your friend into that instance to start salvaging, or if it's repairable, bring something into fix the derelict up and take it home!Calix Reneau: There are still a lot of questions at the moment about when servers will be told to spool up or close particular instances. It'll be difficult to play this kind of thing before we work that out, so it's definitely a priority.

- asked by Corrin Avatan in
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Is there a plan to get rid of the non immersion "USE" icon? If not, why? and if not, is there a plan to have an animation of the hand and finger pushing buttons?

Matthew Sherman: In short, yes, we definitely want to get this cleaned up to work much better, and at the very least/barebones, change "USE" to tell you what you're doing. Like if you're opening a cockpit, or opening a canopy, lets tell you that.Calix Reneau: That "USE" prompt is pretty deeply ingrained into cry-engine, it'll take a lot of work to get that worked out and replace it with another system. I was following up on this recently and was really surprised to hear how difficult this particular use button is going to be. We have a few designs of what might replace it, though nothing is set in stone yet, we're playing around with it. One of the obvious issues with the current system is that it doesn't even localise. In the French version for example it still says "USE"! I don't know what USE is in French, but I feel like we could do better. Everything is animated, so I'd expect to see the player doing animations that interact with objects in the world. That's one of those things, we have this working in a vacuum, it's yet to be seen how this will work when we put it all together. I'd definitely like to see that use-key changed.

- asked by Rodan in
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If a pilot spots another ship will they be able to project the target's vector and send that to other players? OR will we have to describe the target's vector?

Calix Reneau: I would love to hear you describe the target's vector. It's incredibly difficult in the 3D space we're working with. That's one of the things the Hornet Tracker is particularly well suited for. What's described here is 2 different systems, there's the targeting system and the comms system. The hornet tracker for example is very good at detecting and targeting other ships, then transmitting that information to your ship. So if you have this ship on your radar, and I do not, you can fix that.Matthew Sherman: Like you're saying that with comms, if a hornet tracker has the advantage with detecting and tracking targets, it might not be the best with communicating that, so if there was an allied herald for example, that'll be a much better communications ship, so you would want the tracker to send the info to the herald, then the herald sends its out to the rest of the fleet. Teamwork!

- asked by Rockglen in
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Are we able to use the redundant systems on the Vanguard interchangeably on-the-fly? A Vanguard could be configured with low emission shields and power plant, with the secondary system configured for high performance and combat. Or possibly having both splash and direct damage shields installed, so one could change configurations mid-mission phase. Thanks!

Calix Reneau: This is an interesting one that you can answer, because CR was the one that did the Vanguard, and Matt was the one who did the shields, so you're in a good position to answer it!Matthew Sherman: Yeah, in short, absolutely. For the exact mechanics of it that's still being worked out, but on the idea of splash damage and direct damage shields, one of the coolest things to do with it would be putting the full force of the direct damage shield to the front of your ship, and the splash shield to the back, so if you're doing a strafing run in on a capital ship, you've got the protection against their big guns on the front, and missiles from the guys chasing you on the back.CR: The Vanguard is definitely built to be versatile, the redundancy it has allows you to make decisions and combinations that you couldn't with other similarly sized ships, at the cost of component sizes. That will be able to play in any direction you want, either you have an extra component the same for added protection, or maybe another one that has different characteristics for more layers.

- asked by smallcaps in
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I've seen a few posts complaining about strafe fighting. Has there been any thought in observing aerodynamics in an nebula, to a point that strafe dog-fighting would be nerfed? With denser clouds of gas, any movement other then provided by main engines would not be enough to dodge to the side fast enough. So people who expect space combat to be "full throttle" dog fighting could still have some fun.

Calix Reneau: The heart of the question is, does the environment affect flight. It doesn't yet, but it's absolutely intended to. Not to the extent atmospheric flight, but more things that'll effect player behaviour. So if you're flying through an ion storm you might have issues with your power-plant, or flying through a nebula that's highly volitile, and using your thrusters too much it could blow up around you. So yes, we are looking at having it affect flight mechanics directly, the much more immediately attainable examples of this would be things that affect players flight and decisions based on that.Matthew Sherman: I think one of the best ways to think of this is the end of Star Trek 2, when they're fighting Kahn in a nebula, they're still flying normally but having to make considerations for the environment around them, which changes the tactics and gameplay a lot.

- asked by Z R in
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A question regarding the over clocking system:In SWG we could "experiment on" the items we crafted to get a better design for that item. This resulted in people being able to make a better version of that item. Through this system people would become the best crafters on a server and would become server celebrities. People would say "go to this person for the best armor" or "go to that person for the best plasma blaster." Is their something similar planned for over clocking or production in Star Citizen?

Calix Reneau: This is something that CR has brought up in meetings since I started here. That idea of being able to strike out and make a name for yourself in-game and doing it well, yes absolutely. The mechanics are still being determined with how that'll be expressed, but yes, the idea is there.Matthew Sherman: The biggest difference we'll have over something like SWG or a traditional MMO is that instead of having a weapon smith skill or an armor-making skill is it'll really be more about how much stuff have you broken and tinkered with to get that skill. Very much like real-world computer overclocking, you'll occasionally break something, but once you've really mastered how to make those parts to what you want, you can definitely make a name for yourself.CR: The goal is to try to balance a certain amount of art and science to get that exact amount of overclock performance without burning out an item too quickly.

- asked by Milton Friedman in
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I was curious about some aspects of gameplay with multi-crewed ships. Will the pilot be able to "shutdown/restart" individual engines while in flight? For example, if one was piloting a Constellation on a long exploration trip would it be possible to shutdown two of the main engines. Allowing the Constellation to cruise on the remaining two engines to conserve fuel, and then if needed the pilot could restart two cold engines to engage in the flight?

Calix Reneau: Yes. That's the entire point of multicrew, taking the flight game and splitting it among multiple people encouraging teamwork. A consequence of that is that not everyone has access to all of a ship's systems, and not everyone NEEDS access to all of a ship's systems. That way a player has a lot more granularity/ability in an individual ship system. For example, with shields and radar, those controls will have a lot more ability to dig into exact what they're doing when they don't have to worry about weapons/targeting/not crashing.Matthew Sherman: If your shields get shot up, or your weapons do, we're going to have to give you some way of managing that within the ship, and yeah turning those systems off/turning off different engines, rerouting power etc, that'll all be possible.

- asked by Squirrel in
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I have heard and read a lot that the principle game mechanic is based on the individual skill of a person (dogfighting, mining, FPS) so I was wondering how are people able to play and enjoy the game who are mentally and/or physically challenged. In other MMOs they are able to "level" their characters which helps them being able to enjoy more of the content even in the confinement of their own abilities.I would love to know that Star Citizen is also supporting those citizens that already have a hard time socializing or participating in social events.Are there plans to support this group of citizens and if so, how do you think their unique requirements can be met in the game?

Matthew Sherman: One of the biggest things that we have right now to help with these conditions is our level of support of input devices. If you want to play with a KB/M, or Joystick, Gamepad, and full remapping. If people have challenges with accessibility, they'll be able to remap and program their controllers (whatever they may be) to work with Star Citizen.Calix Reneau: And also, one of the core elements of Star Citizen is having these specialisation roles, so anytime we're making a new system it's about how deep can you go, and how deep do you have to go. In general that answer is you can go really deep, but you don't have to. Like, if you don't want to fly a ship, you don't have to, we have a full FPS game, and based on your playstyle and needs as a player, I think that philosophy of focussing on specialisation over a traditional progression system will mean people find a role that challenges them and enjoy at whatever level. If it's a repair mechanic, or turrets, or shields, or comms etc. All these things.

- asked by Solo in
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What kind of experience does the design team have in maintenance that you are able to use in designing a repair system? How important is the repair system when designing a ship? How in-depth will ship engineer gameplay be?

Calix Reneau: The first half is easy, I have none. But thanks to our backers and world spanning team I have loads of reference and people that I ask about how repair works in the real world. I'm the one that's doing the design for field repairs.Matthew Sherman: What are some of the things that you're using as a reference?CR: In terms of actual gameplay loop, there is actually some good ground tread already, and we have some military folks to bring it back into reality. The loops that I'm looking at are more built around having small discrete actions, but having a wide variety of those. Any given problem will be dynamic and different to solve, and players will have a lot to react to. It won't be a big deal actually accomplishing a repair, but the difficulty lies in looking for what needs repairing and how to do it. I'm takng cues from Car Mechanic Simulator 2014, which came out at the perfect time for inspiration, as well as trauma centre. So these are really simple interactions, but layered such that they're interesting and complex. I've also been taking cues from Penumbra, the direct interaction with the world and with the objects that you're plugging back into your war-torn vessel. So that's how repair is going, we've actually got a pretty cool prototype of that going at the moment, and hopefully we can sneak that one out pretty soon.

- asked by The_Vigilant_One in
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What sort of navigation can we expect for planets? Maps? GPS? Beacons?

I'd imagine probably all of the above, right?
ST: Yeah, we're going to need all of the above. Like, I consider maps and GPS to be kind of the same things. GPS is just a function within a map... Right, so it's just telling where you are within these maps. Beacons, absolutely. So, you guys get an idea, we are working on all the gameplay related to this. The first step of that gameplay, it's something I showed in the procedural planet tech demo. Is the approach. I mean, if landing is going to take you thirty, thirty-five minutes. We looked up how long an actual transition for earth landings... How long atmosphere to ground really takes. It takes a long time. If we make it take that exact same amount of time. You're going to land one time, and you'll never do it again.
FS: You're gonna be over it.
ST: You're gonna need a half-hour of gameplay just to get to down to the planet's surface. ST: So that won't really work out. So one of the things we're working on is the Quantum Travel Beacons. Where you end up close to the planet enough that you can land within a reasonable amount of time. How many beacons we put on, whether that's automatic... Whether you manually do this all yourself, since it's all completely seamless, of course we want it to be manual. We also don't want it to take so long to do that you'll never want to do it.
FS: Right, then it becomes a hinderance to your gameplay.
ST: Exactly! So then once you get on the planet right. We need some level of...
FS: Where are you?
ST: A Global Map.
FS: Isn't that the hardest thing? It's huge.
ST: Totally, it's huge.
FS: Even when you're working on it. You get lost sometimes. Like "Where am I right now"?
ST: Yeah, and I put my own beacons in there sometimes.
FS: Just so you can navigate around.
ST: Right, so we're gonna need all these.We've talked a lot about this. Really, what it's going to come down to, is our first gameplay implementation of all of it.
FS: Yeah.ST: Which is happening as we speak. Right.
ST: This is something that we're working on internally. I don't know when you're going to see it. We're basically solving all these problems right now. As simple as, you're in zero G in your ship and you transition into gravity. Where the planet has local gravity. You've got physics and everything. So how does the ship flight change? How does it feel? Is it fun? That's really what matters. Once we get there, then you will be getting your maps, GPS, beacons. Things like this. I expect that you'll have that...
FS: Your map changes too. You go from space, where there is no ground.
ST: Yeah and it's all 3D. A 3D map...
FS: ...Now you do have a horizon...

ST:: ...Versus a 2D representation of where I am. Yeah exactly...

- asked by ArmoredCitizen in
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