Cornflakes_91 wrote:The tricks are the least problem, point is that unity can do it without you having to rip apart the engine.
KSP produces believable sized solar systems even in vanilla, and the real solar system mod creates realistic systems without code ripping.
Thing is it works and cry doesnt even have the coordinate space per default for it to work.
No, it can't. The solar system is not big, it just looks big. You are viewing a miniaturized version of it. When you see the Mun is actually a few meters away from the camera, or less.
Star Citizen is trying to have realistic scales, so it needs more work. Actually, that's the way to do it, but as the cited article mentions you need to create your own engine for that or modify and old one, and that's what CIG is doing. Nothing wrong with that. It's actually pretty cool if it works.
I don't know if what the game is trying to achieve would be even possible any other way: multiplayer combat and exploration over millions of miles of space, with space stations and asteroid fields and all kind of shit. You don't want to have to play the full game with distances similar to those of
Arena Commander, right? Then you probably need to make changes to the code, no matter if it's CryEngine, Unity or Unreal. It's the same thing.
Cornflakes_91 wrote:every and any game engine does that
Dont move the player, move the world and keep the viewpoint itself static
This is the first time I hear that. I'm pretty sure that Unity doesn't do that and in Unreal I had to work hard to get that functionality, and is extremely problematic. (For example, if you go too fast you will start getting awful delays due to the fact that you are moving the universe around, so there is a limitation of speed there relative to your frames per second.)
Actually, Unreal has a function to do something like that automatically but: it doesn't work with streaming levels (which I need to had a loading icon) and I never managed to make it work properly, so I did it myself. I think I know how to do it using Unity, but I never tried.
If any engine does it by itself then we should not need loading screens, ever, because you can go as far as you want, and that doesn't seem to be the case.
Cornflakes_91 wrote:But i just point at KSP and say "to me it looks like it works"*shrug*
Again: what
KSP does has nothing to do with what Chris Roberts is trying to do with
Star Citizen, and I think that the
Star Citizen approach is the right one. The creators are trying to eliminate a limitation that regular engines have and
KSP also has. I disagree with the idea that changing CryEngine code is a bad thing. Actually is almost a necessity, and it happens with Unreal too every day. The good thing about Unreal is that Epic is adding some of those changes made by the public to the main distribution, so everyone can be beneficed by it.
Dinosawer wrote:*drops in*
Unity does have a 64 bit version. And so does ksp, albeit only on Linux - the Windows 64 bit version was dropped due to bugs in unity.
*drops out again*
Every engine works on 64 bits. We are talking about the coordinate system, which determines how big a map can be. In the case of Unity, CryEngine and Unreal, maps have to be very small (relatively speaking), and CIG is trying to improve the technology behind it so we can have bigger maps and scenes. (I think they are talking about distances that go from the Sun to the orbit of Pluto. Now compare that with the 16 to 20 kilometers we have now.) I think that they have already done that. They are also making other improvements to the code to make the engine performs better, and I can't imagine how that could be a bad thing.
Now, I'm not an expert on this subjects, so I will probably stop making comments about it. I will remain positive about the game because Chris Robetrs and company sold us a good idea and they seem to be working very hard to make it right. We all know that things can go wrong. That's the nature of the beast. But I don't want to dance to the song of those who would like to see all this thing to fail. I don't want it to fail, but it will not change my life if it does. It's just another game, and there are much better and interesting games coming up in the near future. The only constructive thing we can do now is wait and see. I still believe that this may be special.
"Playing" is not simply a pastime, it is the primordial basis of imagination and creation. - Hideo Kojima