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Mirificus posted:CIG: Jump Point - The Road to Object-Container-Streaming They are redifining the game dev since chris left the industry, so since the 90's. They have 20 years of trial and errors already made by others to make themselves before beginning the dev of star citizen. We are in for a very long ride. Zzr fucked around with this message at 01:41 on Nov 5, 2019 |
# ? Nov 5, 2019 01:38 |
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# ? Jun 4, 2024 04:52 |
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colonelwest posted:
Star Citizen: Now with added Fibers to help clear the pipeline.
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# ? Nov 5, 2019 01:47 |
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Saladin Rising posted:CI!G: "We are doing a new technology, FIBERS! Surely this will be the magic silver bullet we have been searching for! What do you mean 'Linux, Facebook and Sun Microsystems tried to make them work for years and then moved to something else'? Bah, they just didn't try hard enough." Even if "fibers" () worked flawlessly and solved every performance problem in the world, their "game" is still raw, nonfunctioning, horrid, unfun poo poo. There's the old saying about "polishing a turd" but I've never seen it so literal as with Star Citizen.
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# ? Nov 5, 2019 01:56 |
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I don't think it's polishing as much as jamming the polisher into the turd.
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# ? Nov 5, 2019 02:02 |
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Sabreseven posted:Star Citizen: Now with added Fibers to help clear the pipeline. Star Citizen - no longer constipated
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# ? Nov 5, 2019 02:04 |
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Also, just a brilliant injection of yet another misused, meaningless buzzword, just in time for their annual "fleecing of the suckers." Perhaps they should introduce a new "Fiber Subscriber" level of monthly fee with additional benefits, such as a 10% discount on the annual organized theft convention and a pair of binoculars so they can see more of Chris's high-fidelity grifter-sweat on stage.
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# ? Nov 5, 2019 02:05 |
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uhh well you see the computer has like a "list" of, uh, characters. and we have to look at the list and say to the computer to uhhhh look at the list but then we need to put the uhhh guy back inside the list and the computer gets confused.
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# ? Nov 5, 2019 02:43 |
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From 2015: https://twitter.com/RobertsSpaceInd/status/596106147884507136 From 1997: quote:In this 1997 GDC panel, Jonathan Wilson moderates a panel of legendary game designers in the prime of their work, including John Romero, Chris Roberts, and Nolan Bushnell.
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# ? Nov 5, 2019 02:49 |
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Dementropy posted:From 2015: how many times does chris say wing commander in that clip from 1997 he sounds like a broken Ben record also jesus christ that picture , Ben is like 4 times the size of the little dude that quit from CIG
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# ? Nov 5, 2019 02:53 |
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Bofast posted:Star Citizen - no longer constipated Star Citizen - no longer working it out with a pencil
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# ? Nov 5, 2019 02:53 |
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Dogeh posted:Star Citizen - no longer working it out with a pencil Oh lmao, good belly laugh from that one.
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# ? Nov 5, 2019 03:03 |
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Hav posted:It’s going to be a fractal explosion of bullshit after the refactor. It's hard to answer the question because it's not clear they are using "Fiber" in the way most people do.. Fibers are just stackful coroutines, that is routines that can "give up" their processing power at any point in their callstack, to have it "rescheduled" later. Stackless coroutines can't give up their processing in the middle of a subroutine, but this makes context switching way cheaper. But both are just ways to kind of simulate concurrency without actually achieving parallelism, and usually cannot be scheduled _by the OS_ on different compute units (read CPUs/GPUs). If they could we would call them threads. The thing you describe above is super possible in Vulkan, btw. You can just define "run this then this then this and then put it in this memory space when you're done and it needs to complete before this phase of rendering" and Vulkan will (sort of ) just figure it the gently caress out for you. (This is a groos simplification plz don't kill me)
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# ? Nov 5, 2019 03:06 |
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Lol at Lesnick taking up 40% of the pixels in that picture
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# ? Nov 5, 2019 03:19 |
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All I know is, CInotG will use whatever they think sounds good as a buzzword in the worst way possible and bugger it up harder than a priest tuning his choir. The quicker all this happens, the quicker we get to read the article where CR says "I know I've probably said this before, but I wish someone sat me down and said I could pick only a few things to do well rather than trying to do everything at once".
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# ? Nov 5, 2019 03:21 |
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Hav posted:It’s going to be a fractal explosion of bullshit after the refactor. YES!! They can fix all problems! buy more ships!
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# ? Nov 5, 2019 03:22 |
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do u think chris lies in bed, sleepless, getting panic attacks at the 300 million house of cards he has failed into. his only comfort, sandis boney shoulder. nah he probably thinks hes a legend
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# ? Nov 5, 2019 03:34 |
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Store Citizer : Object Container Fibrosis
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# ? Nov 5, 2019 05:28 |
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Haven't been following the thread in a while, what's the status of lawsuit development?
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# ? Nov 5, 2019 06:04 |
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Sabreseven posted:Star Citizen: Now with added Fibers to help clear the pipeline. Haven't you heard? Fiber is really good for you. https://www.youtube.com/watch?v=Ku42Iszh9KM
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# ? Nov 5, 2019 07:28 |
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SoftNum posted:It's hard to answer the question because it's not clear they are using "Fiber" in the way most people do.. Fibers are just stackful coroutines, that is routines that can "give up" their processing power at any point in their callstack, to have it "rescheduled" later. Stackless coroutines can't give up their processing in the middle of a subroutine, but this makes context switching way cheaper. But both are just ways to kind of simulate concurrency without actually achieving parallelism, and usually cannot be scheduled _by the OS_ on different compute units (read CPUs/GPUs). If they could we would call them threads. The example use-case (deferring initialisation of unneeded components of a spawning spaceship until required) is trivially solved with regular threads, but after reading more of the article I think they have much greater ambitions. The use of fibers is emblematic of the way they have developed the engine 'on the go'. Whenever they implement a new feature, it is implemented on a per parent-object basis. This was okay when there were only a few ships and one location, so the copy/pasting was relatively minimal and trouble free. As they kept adding new content, it made implementing features a huge burden and forced them to come up with 'Object 2.0' (which provides a framework to 'macro' in features as needed). The side effect is that there is no real separation of concerns, and everything is poorly encapsulated. It has also led to a combinatorial object explosion, with everything simultaneously doing its own thing... poorly. Untangling the big ball of poo poo would necessitate a rebuild of the engine and game assets, which isn't going to happen. They have realised that a lot of the game/object data is 'sparse', and only a small amount of it needs to be running at one time. It seems like the solution is to split up the game into logical chunks by sticking each parent-object inside its own fiber. So you end up with ship fibers, landing zone fibers, point of interest fibers, planet_surface[x, y] fibers... with the idea that you'd just freeze and unfreeze each fiber wholesale, rather then having to manage the individual components inside the chunk of poo poo. I can see this becoming the basis for server meshing. They could extend the fiber functionality to allow fibers to be transferred between servers. So as a server reaches 100% utilisation, they could spin up a new server, transfer half of the active fibers, then transfer the relevant players over. While none of this is exactly seamless, you could see how someone might come to the conclusion that fibers are a solution to the pile of poo poo CIG has created. CIG has made a ginormous batch spaghetti, so why not split up the spaghetti into individual containers of spaghetti, stick them in the freezer, and then thaw as needed. That way everybody gets a plate of spaghetti when they want it and when you no longer want spaghetti, you can pop it back in the freezer for the next person. It also means you can cook more spaghetti to freeze without worrying the old spaghetti. This is a very good and sane plan and we can foresee no problems with juggling a million containers of frozen spaghetti.
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# ? Nov 5, 2019 07:55 |
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Tokamak posted:The example use-case is trivially solved with regular threads This is what blows my mind so much. Tons of games solve this problem, easily, and none of them use loving fibers to do it. Tokamak posted:The use of fibers is emblematic of the way they have developed the engine 'on the go'. The side effect is that there is no real separation of concerns, and everything is poorly encapsulated. It has also led to a combinatorial object explosion, with everything simultaneously doing its own thing... poorly. Untangling the big ball of poo poo would necessitate a rebuild of the engine and game assets, which isn't going to happen. This is why SC will never and can never release. Tokamak posted:They have realised that a lot of the game/object data is 'sparse', and only a small amount of it needs to be running at one time. It seems like the solution is to split up the game into logical chunks by sticking each parent-object inside its own fiber. So you end up with ship fibers, landing zone fibers, point of interest fibers, planet_surface[x, y] fibers... with the idea that you'd just freeze and unfreeze each fiber wholesale, rather then having to manage the individual components inside the chunk of poo poo. This is the way of insanity and madness. Bolded for the extra insane part. This will never ever ever work or be performant. Can you loving imagine trying to debug a system that is serializing fibers across servers? Fuuuuuuuuuuuuuck that noise!
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# ? Nov 5, 2019 08:09 |
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Tokamak posted:The example use-case (deferring initialisation of unneeded components of a spawning spaceship until required) is trivially solved with regular threads, but after reading more of the article I think they have much greater ambitions. The way they describe many of the issues they face really seems like encapsulation was never implemented. When they say they need massive amounts of time to produce a new component for a ship or add a shiny new hat to a commando, it really seems like most of these objects have been developed on the fly with no link to parent objects like Ship or Player. Its really strange.
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# ? Nov 5, 2019 08:17 |
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Killcreek got old.
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# ? Nov 5, 2019 09:13 |
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Baxta posted:The way they describe many of the issues they face really seems like encapsulation was never implemented. When they say they need massive amounts of time to produce a new component for a ship or add a shiny new hat to a commando, it really seems like most of these objects have been developed on the fly with no link to parent objects like Ship or Player. How else would you produce a truly revolutionary modular concept, where you can fit anything to anything? Nice try, you goon fudster!
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# ? Nov 5, 2019 10:05 |
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has anyone said fibbers yet?
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# ? Nov 5, 2019 10:16 |
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chris roberts
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# ? Nov 5, 2019 11:54 |
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chris roberts
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# ? Nov 5, 2019 12:53 |
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Terebus posted:Haven't been following the thread in a while, what's the status of lawsuit development? Crytek dumped their shiny FB-spanking lawyers for some little feisty guys. Their takes on the main lines of attack are:
Enough there to proceed to jury trial it seems. CIG insisted on a 2m+ bond in case Crytek did a runner. Judge whittled it down to 500k (in part because CIG really belaboured how insolvent Crytek are...). Crytek paid... Discovery is happening. Trial in like, June 2020 or something. --- Some proper round ups on the latest here and here Also, 'hello' And "_" And a fun recent post... MostlyRandom posted:in the halloween video by CI not G they show the character editor in action.
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# ? Nov 5, 2019 12:55 |
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Has PC gaming been saved yet?
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# ? Nov 5, 2019 13:13 |
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Quavers posted:Has PC gaming been saved yet? Red Dead 2 is launching on PC in 30 minutes, so yes
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# ? Nov 5, 2019 13:28 |
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Anyone said 'bad fiber optics' yet?
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# ? Nov 5, 2019 13:31 |
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The trick CIG tried to pull is pretty good. Their engine is built on CryEngine. Lumberyard is too. Their common ancestry means if you go back far enough in time they are 100% identical. And Lumberyard is free. So to avoid giving Crytek anything, one day they decided that their development history which up until then was on top of CryEngine, was actually on top of Lumberyard the whole time, and that they're now developing in Lumberyard as a result and it's not CryEngine anymore. They try to make this look like a technical change by calling it an "engine switch" but it isn't. No code changed. What they're trying to change is their interpretation of the past. You can see how this allows for a lot of bullshitting about what is actually being used and how it relates to whatever license they agreed to and that's the idea. They figured with this ambiguity they would slip out of their agreements with Crytek and they couldn't afford to fight it. That gambit hasn't quite gone to plan. Chris has an unfortunate history with breaches of contract so he might be getting a bit worried! Spatial fucked around with this message at 13:48 on Nov 5, 2019 |
# ? Nov 5, 2019 13:46 |
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If you ever enter an argument where Kevin Costner of all people has the high ground then you've evidently failed at life.
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# ? Nov 5, 2019 13:57 |
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Spatial posted:The trick CIG tried to pull is pretty good. Contracts are like dreams: they're made to be broken
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# ? Nov 5, 2019 13:59 |
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Zaphod42 posted:This is the way of insanity and madness. All of histories biggest visionaries were told their ideas were mad. Who are you to suggest fibers won't work? Maybe in the future all computers will be made out of fibers. If you don't try, how will you succeed? Better get to work then.
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# ? Nov 5, 2019 14:14 |
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Tokamak posted:All of histories biggest visionaries were told their ideas were mad. Who are you to suggest fibers won't work? Maybe in the future all computers will be made out of fibers. If you don't try, how will you succeed? Better get to work then. Chris Roberto on games development: quote:"This is what happens when you work to changes things, first they think you're crazy, then they fight you, and then all of a sudden you change the engine"
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# ? Nov 5, 2019 14:20 |
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S1rmunchalot posted:I suggest you watch the Squadron 42 vertical slice with directors commentary, Chris answers two of the questions you mention in that video - Mirrors and NPC reactions. Invisible walls are not going to be a problem, never have been in Star Citizen even before procedural generation, it certainly won't be now. Coloured force barriers? Yeah.. we probably will have those. All the other things you mention - we tell them... 'Do better' and they do it because we are the ones they answer to. Mirificus fucked around with this message at 14:35 on Nov 5, 2019 |
# ? Nov 5, 2019 14:29 |
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chris roberts
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# ? Nov 5, 2019 14:31 |
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Ramadu posted:chris roberts Are you entirely sure?
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# ? Nov 5, 2019 14:43 |
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# ? Jun 4, 2024 04:52 |
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Quavers posted:Has PC gaming been saved yet? Yes, using Fiber Optics!
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# ? Nov 5, 2019 14:45 |