{"data":{"id":12774,"title":"AI Test Footage Video","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/12774-AI-Test-Footage-Video","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12774","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12774","channel":"Undefined","category":"Undefined","series":"None","images":[],"images_count":1,"translations":{"en_EN":"You\u2019ve been asking to see some in game footage, even if rough, so I thought I would share a little video that shows off some of the preliminary AI work that\u2019s been done. Some of this was functioning in the Game Developers Online reveal and some of this has been done since in between the craziness of the crowd funding campaign.\n\nThis video isn\u2019t as polished as I would normally put out so please be nice as we\u2019re 24 months away from anything that would be called final, and even 12 months away from just a multiplayer alpha dogfighting build. The laser effects, explosions are all placeholders and there will be significant work done here, as well as some very cool shield effects I have cooking up in the background. My goal with the visual effects is to use a lot the techniques and looks used in film work, which are now possible with DX11 and modern day PCs.\n\nBut the point of the video isn\u2019t to show the VFX or damage systems, which still have a ways to go but to demo some of the early AI work that\u2019s been happening in the background.\n\nThe Squadron 42 \/ Star Citizen pilot AI will be the most sophisticated AI that I\u2019ve attempted on any of my games. My goal is to take the ideas that I pioneered with Wing Commander and later games; distinct personalities, dynamic learning, signature moves to next level with the power of modern CPUs.\n\nWe\u2019re a long way off from the final article, but as you can see from the video AI can already fly in formation, respond to commands and engage in combat. All the dogfighting you see in this video is AI driven!\n\nOn a technical side this footage was captured with FRAPS via a debug camera on a PC with an AMD Phenom 1090T processor, 8GB and an NVIDIA GTX470.\n\nAs things progress we\u2019ll have much nicer implementation of third a person chase and orbit cameras to show of the action better. In an ordinary game\u2019s development cycle, this would be something we would share internally or with the publisher\u2026 but we\u2019re showing our backers instead, since you\u2019re the ones making Star Citizen happen!\n\nExpect similar videos in the coming months.","de_DE":"Du hast darum gebeten, einige In-Game-Material zu sehen, auch wenn es grob ist, also dachte ich, ich w\u00fcrde ein kleines Video teilen, das einige der vorl\u00e4ufigen KI-Arbeiten zeigt, die durchgef\u00fchrt wurden. Ein Teil davon funktionierte in der Enth\u00fcllung von Game Developers Online und ein Teil davon wurde seitdem zwischenzeitlich in der Verr\u00fccktheit der Massenfinanzierungskampagne durchgef\u00fchrt.\n\nDieses Video ist nicht so ausgefeilt, wie ich es normalerweise tun w\u00fcrde, also seid bitte nett, denn wir sind 24 Monate von allem entfernt, was als endg\u00fcltig bezeichnet wird, und sogar 12 Monate von nur einem Multiplayer Alpha Dogfighting Build. Die Lasereffekte, Explosionen sind alle Platzhalter und es wird hier erhebliche Arbeit geleistet werden, ebenso wie einige sehr coole Schildeffekte, die ich im Hintergrund erfinde. Mein Ziel bei den visuellen Effekten ist es, viel von den Techniken und Looks der Filmarbeit zu nutzen, die heute mit DX11 und modernen PCs m\u00f6glich sind.\n\nAber der Sinn des Videos ist nicht, die VFX- oder Schadenssysteme zu zeigen, die noch einen langen Weg vor sich haben, sondern einige der fr\u00fchen KI-Arbeiten zu demonstrieren, die im Hintergrund stattfinden.\n\nDie Squadron 42 \/ Star Citizen Pilot-KI wird die anspruchsvollste KI sein, die ich bei allen meinen Spielen ausprobiert habe. Mein Ziel ist es, die Ideen, die ich mit Wing Commander und sp\u00e4teren Spielen entwickelt habe, weiterzuentwickeln; unterschiedliche Pers\u00f6nlichkeiten, dynamisches Lernen, Unterschrift gehen mit der Leistungsf\u00e4higkeit moderner CPUs auf ein h\u00f6heres Niveau.\n\nWir sind noch weit vom letzten Artikel entfernt, aber wie Sie im Video sehen k\u00f6nnen, kann die KI bereits in Formation fliegen, auf Befehle reagieren und in den Kampf ziehen. Alle Luftk\u00e4mpfe, die du in diesem Video siehst, sind KI-gesteuert!\n\nTechnisch gesehen wurde dieses Material mit FRAPS \u00fcber eine Debug-Kamera auf einem PC mit einem AMD Phenom 1090T Prozessor, 8GB und einer NVIDIA GTX470 aufgenommen.\n\nIm weiteren Verlauf werden wir eine viel sch\u00f6nere Implementierung von dritten Personenjagd- und Orbit-Kameras haben, um die Aktion besser zu zeigen. Im Entwicklungszyklus eines gew\u00f6hnlichen Spiels w\u00e4re dies etwas, das wir intern oder mit dem Publisher teilen w\u00fcrden.... aber wir zeigen es stattdessen unseren Geldgebern, da Sie es sind, die Star Citizen m\u00f6glich machen!\n\nErwarten Sie \u00e4hnliche Videos in den kommenden Monaten.","zh_CN":"You\u2019ve been asking to see some in game footage, even if rough, so I thought I would share a little video that shows off some of the preliminary AI work that\u2019s been done. Some of this was functioning in the Game Developers Online reveal and some of this has been done since in between the craziness of the crowd funding campaign.\n\nThis video isn\u2019t as polished as I would normally put out so please be nice as we\u2019re 24 months away from anything that would be called final, and even 12 months away from just a multiplayer alpha dogfighting build. The laser effects, explosions are all placeholders and there will be significant work done here, as well as some very cool shield effects I have cooking up in the background. My goal with the visual effects is to use a lot the techniques and looks used in film work, which are now possible with DX11 and modern day PCs.\n\nBut the point of the video isn\u2019t to show the VFX or damage systems, which still have a ways to go but to demo some of the early AI work that\u2019s been happening in the background.\n\nThe Squadron 42 \/ Star Citizen pilot AI will be the most sophisticated AI that I\u2019ve attempted on any of my games. My goal is to take the ideas that I pioneered with Wing Commander and later games; distinct personalities, dynamic learning, signature moves to next level with the power of modern CPUs.\n\nWe\u2019re a long way off from the final article, but as you can see from the video AI can already fly in formation, respond to commands and engage in combat. All the dogfighting you see in this video is AI driven!\n\nOn a technical side this footage was captured with FRAPS via a debug camera on a PC with an AMD Phenom 1090T processor, 8GB and an NVIDIA GTX470.\n\nAs things progress we\u2019ll have much nicer implementation of third a person chase and orbit cameras to show of the action better. In an ordinary game\u2019s development cycle, this would be something we would share internally or with the publisher\u2026 but we\u2019re showing our backers instead, since you\u2019re the ones making Star Citizen happen!\n\nExpect similar videos in the coming months."},"links_count":1,"comment_count":173,"created_at":"2012-11-12T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-28 21:46:00","valid_relations":["images","links","translations"],"prev_id":12773,"next_id":12775}}