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Here's something worth reading: https://starcitizen.tools/Object_Container_Streaming https://starcitizen.tools/Object_Container_Streaming
by iamdave 8y ago
Here's something worth reading: https://starcitizen.tools/Object_Container_Streaming https://starcitizen.tools/Object_Container_Streaming
- Negitivefrags 8y agoAs a game developer, I don’t think this is particularly noteworthy. I’m sure it was a very important optimisation for Star Citizen, but it’s not like some amazing tech that will be important for the game industry or anything. Star Citizen had some awful performance problems, and because the development is quite public, optimisations that programmers are working on get important sounding names and publicity all their own. If it wasn’t for that, this would just be an implementation detail in their engine.
- iamdave 8y agoI didn't post that to suggest it was something remarkable or novel in game development, but it certainly wasn't a waste of time as the commenter I replied to was suggesting. As you said, OCS was a needed optimization at the time it was rolled into the publicly facing releases, and I thought it was an interesting topic to at least share with others who are interested in the discussion (the amount of negative downvotes I see now maybe suggests folks don't find it as interesting as I do as someone who merely plays video games but doesn't develop them); at the very least I wasn't aware that it's a common technology, but it is still an interesting technology to me nonetheless.
- Ralfp 8y agoIts just zoning combined with streaming, but under other name - its been around for a long time, at least the times of Unreal Engine because I clearly remember dealing with zones in first Unreal's editor back in 98. As fun fact, its something you are getting for free with Unreal Engine 4.smth these days because Epic needed it for Fortnite Battle Royale ;)
- wlesieutre 8y agoI know other engines do streaming, but do they nest the same way or just load the required parts of a level? The SC version has a star system, which has containers for areas around each planet, which has containers for moons and the planet, and you go down to the planet and it has containers for cities, which have containers for buildings which have containers for apartments. I wouldn't think Fortnite would bother rigging it up that way, but maybe arbitrary nesting is a natural way to handle it. Of course there's the additional mess of coordinate systems on a spinning planet orbiting around a star that your average shooter doesn't deal with either. But the really impressive part is that they managed to stuff this into an old version of CryEngine and make it work. They really lucked out with CryTek running out of money to pay their programmers with, which let CIG scoop up a bunch of the engine devs and start their Frankfurt office. When it comes down to it, that might be what makes the whole project possible.