Star Citizen Monthly Report: April 2019
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English
April saw Star Citizen teams from around the world finishing off their tasks for Alpha 3.5 and moving in earnest to the next patch coming in a few months’ time. Several teams have even started looking further into the future, making progress on the locations, ships, and characters for Alpha 3.7 and beyond.
AI
Throughout April, the AI Team made a ton of improvements for the release of Alpha 3.5. This included optimizing the AI EventDispatcher to register entities to specific events, which brought down CPU usage from around 12 milliseconds to 600 microseconds. They also optimized the navigation mesh loading time during server-level initialization and deferred behavior-specific queries to the zone system to take advantage of multi-threading and use less CPU time during subsumption updates.
A project to optimize usables began that will eventually allow the team to cache animation and navigation data for interactive objects and improve runtime usage. This will be most useful in densely-populated areas like landing zones and space stations. The team are also looking to improve the compilation times for subsumption task nodes and extend the Tactical Point System (TPS) to allow the time-sliced evaluation of game-code-defined functionalities.
Away from optimization, human combat AI was refactored to allow a more modular approach to the definition of tactics and behavior. The aim of this is to give the designers an efficient template that they can expand on and customize as they like.
Animation
Animation is working on a new mission giver, Eddie Parr, a bartender who gives out missions. So, to match the gold standard of our mission givers, we are adjusting the bartender experience to make the experience as engaging and realistic as possible. They’re also refining NPC bar patron animations to help populate the locations that Eddie will be bartending. Part of this work moves the team forward on their ‘recycled body animation tech’ (RBT), which will help them expand the ever-growing universe while keeping the animation footprint down without sacrificing quality.
Art (Environment)
The Landing Zone Team began early whitebox exploration of Crusader’s landing zone, Orison. Basic architectural forms and structures are being developed and even at this early stage, the mood and atmosphere is unique and interesting. The team are also working alongside Level Design to find the right balance between expansive on-foot areas and keeping essential points of interest within sensible traversal times of each other.
The Modular Team finished whiteboxing new sets of assets for more diverse space station exterior shapes. Prefabs, rules, and filters that enable the procedural tool to do its thing are being established too, with promising early results. All of this will lead to a much more interesting and diverse set of station exteriors to fly around and land at very soon. The Environment Team also focused on the ‘hi-tech’ common elements found throughout New Babbage. The new hangar, hab, transit, garage, and security elements are currently being finished up and readied for their debut in Alpha 3.8. On the organics side, they completed another push on procedural caves and continued to update the PU’s existing planets, including investigating canyons (the first results of which are looking very promising). WE’LL SEE YOU NEXT MONTH…
AI
Throughout April, the AI Team made a ton of improvements for the release of Alpha 3.5. This included optimizing the AI EventDispatcher to register entities to specific events, which brought down CPU usage from around 12 milliseconds to 600 microseconds. They also optimized the navigation mesh loading time during server-level initialization and deferred behavior-specific queries to the zone system to take advantage of multi-threading and use less CPU time during subsumption updates.
A project to optimize usables began that will eventually allow the team to cache animation and navigation data for interactive objects and improve runtime usage. This will be most useful in densely-populated areas like landing zones and space stations. The team are also looking to improve the compilation times for subsumption task nodes and extend the Tactical Point System (TPS) to allow the time-sliced evaluation of game-code-defined functionalities.
Away from optimization, human combat AI was refactored to allow a more modular approach to the definition of tactics and behavior. The aim of this is to give the designers an efficient template that they can expand on and customize as they like.
Animation
Animation is working on a new mission giver, Eddie Parr, a bartender who gives out missions. So, to match the gold standard of our mission givers, we are adjusting the bartender experience to make the experience as engaging and realistic as possible. They’re also refining NPC bar patron animations to help populate the locations that Eddie will be bartending. Part of this work moves the team forward on their ‘recycled body animation tech’ (RBT), which will help them expand the ever-growing universe while keeping the animation footprint down without sacrificing quality.
Art (Environment)
The Landing Zone Team began early whitebox exploration of Crusader’s landing zone, Orison. Basic architectural forms and structures are being developed and even at this early stage, the mood and atmosphere is unique and interesting. The team are also working alongside Level Design to find the right balance between expansive on-foot areas and keeping essential points of interest within sensible traversal times of each other.
The Modular Team finished whiteboxing new sets of assets for more diverse space station exterior shapes. Prefabs, rules, and filters that enable the procedural tool to do its thing are being established too, with promising early results. All of this will lead to a much more interesting and diverse set of station exteriors to fly around and land at very soon. The Environment Team also focused on the ‘hi-tech’ common elements found throughout New Babbage. The new hangar, hab, transit, garage, and security elements are currently being finished up and readied for their debut in Alpha 3.8. On the organics side, they completed another push on procedural caves and continued to update the PU’s existing planets, including investigating canyons (the first results of which are looking very promising). WE’LL SEE YOU NEXT MONTH…
German
Im April beendeten Star Citizen-Teams aus der ganzen Welt ihre Aufgaben für Alpha 3.5 und gingen ernsthaft zum nächsten Patch, der in einigen Monaten erscheinen wird. Mehrere Teams haben sogar begonnen, weiter in die Zukunft zu schauen und Fortschritte bei den Standorten, Schiffen und Charakteren für Alpha 3.7 und darüber hinaus zu machen.
KI
Den ganzen April über hat das KI-Team eine Menge Verbesserungen für das Release von Alpha 3.5 vorgenommen. Dazu gehörte die Optimierung des AI EventDispatcher, um Entitäten für bestimmte Ereignisse zu registrieren, was die CPU-Auslastung von rund 12 Millisekunden auf 600 Mikrosekunden reduzierte. Sie optimierten auch die Ladezeit des Navigationsnetzes während der Initialisierung auf Serverebene und verschoben verhaltensspezifische Abfragen an das Zonensystem, um die Vorteile des Multi-Threading zu nutzen und weniger CPU-Zeit bei Submissions-Updates zu verbrauchen.
Ein Projekt zur Optimierung von Usables begann, das es dem Team schließlich ermöglichen wird, Animations- und Navigationsdaten für interaktive Objekte zwischenzuspeichern und die Laufzeitnutzung zu verbessern. Dies wird vor allem in dicht besiedelten Gebieten wie Landezonen und Raumstationen nützlich sein. Das Team arbeitet auch daran, die Kompilierungszeiten für Subsumption Task Nodes zu verbessern und das Tactical Point System (TPS) zu erweitern, um die zeitliche Auswertung von spielcode-definierten Funktionalitäten zu ermöglichen.
Abseits der Optimierung wurde die menschliche KampfkI überarbeitet, um einen modulareren Ansatz für die Definition von Taktik und Verhalten zu ermöglichen. Ziel ist es, den Designern eine effiziente Vorlage zu geben, die sie beliebig erweitern und anpassen können.
Animation
Animation arbeitet an einem neuen Missionsgeber, Eddie Parr, einem Barkeeper, der Missionen austeilt. Um dem Goldstandard unserer Missionsgeber zu entsprechen, passen wir das Barkeepererlebnis an, um es so ansprechend und realistisch wie möglich zu gestalten. Sie verfeinern auch die Animationen der Gönner der NSC-Bar, um die Orte zu bevölkern, an denen Eddie Barkeeper arbeiten wird. Ein Teil dieser Arbeit bringt das Team mit seiner "Recyclingkörper-Animationstechnologie" (RBT) voran, die ihnen helfen wird, das ständig wachsende Universum zu erweitern und gleichzeitig den Animationsfußabdruck zu verringern, ohne die Qualität zu beeinträchtigen.
Kunst (Umwelt)
Das Landing Zone Team begann mit der frühen Whitebox-Erkundung der Kreuzritter-Landezone Orison. Grundlegende architektonische Formen und Strukturen werden entwickelt und schon in diesem frühen Stadium ist die Stimmung und Atmosphäre einzigartig und interessant. Das Team arbeitet auch gemeinsam mit Level Design daran, die richtige Balance zwischen großzügigen Vor-Ort-Bereichen und der Einhaltung wesentlicher Interessenpunkte in sensiblen Traversalzeiten zu finden.
Das modulare Team beendete die Whiteboxing neuer Anlagensets für unterschiedlichste Außenformen von Raumstationen. Voreinstellungen, Regeln und Filter, die es dem verfahrenstechnischen Werkzeug ermöglichen, seine Aufgaben zu erfüllen, werden ebenfalls festgelegt, mit vielversprechenden ersten Ergebnissen. All dies wird zu einer viel interessanteren und vielfältigeren Reihe von Außenstationen führen, die sehr bald umflogen und landen werden. Das Umweltteam konzentrierte sich auch auf die gemeinsamen Elemente der High-Tech-Branche in New Babbage. Die neuen Elemente Hangar, Hab, Transit, Garage und Sicherheit werden derzeit fertig gestellt und für ihr Debüt in Alpha 3.8 vorbereitet. Auf der organischen Seite schlossen sie einen weiteren Vorstoß in verfahrenstechnische Höhlen ab und aktualisierten die bestehenden Planeten der PU weiter, einschließlich der Untersuchung von Canyons (die ersten Ergebnisse sehen sehr vielversprechend aus). WIR SEHEN UNS NÄCHSTEN MONAT.....
KI
Den ganzen April über hat das KI-Team eine Menge Verbesserungen für das Release von Alpha 3.5 vorgenommen. Dazu gehörte die Optimierung des AI EventDispatcher, um Entitäten für bestimmte Ereignisse zu registrieren, was die CPU-Auslastung von rund 12 Millisekunden auf 600 Mikrosekunden reduzierte. Sie optimierten auch die Ladezeit des Navigationsnetzes während der Initialisierung auf Serverebene und verschoben verhaltensspezifische Abfragen an das Zonensystem, um die Vorteile des Multi-Threading zu nutzen und weniger CPU-Zeit bei Submissions-Updates zu verbrauchen.
Ein Projekt zur Optimierung von Usables begann, das es dem Team schließlich ermöglichen wird, Animations- und Navigationsdaten für interaktive Objekte zwischenzuspeichern und die Laufzeitnutzung zu verbessern. Dies wird vor allem in dicht besiedelten Gebieten wie Landezonen und Raumstationen nützlich sein. Das Team arbeitet auch daran, die Kompilierungszeiten für Subsumption Task Nodes zu verbessern und das Tactical Point System (TPS) zu erweitern, um die zeitliche Auswertung von spielcode-definierten Funktionalitäten zu ermöglichen.
Abseits der Optimierung wurde die menschliche KampfkI überarbeitet, um einen modulareren Ansatz für die Definition von Taktik und Verhalten zu ermöglichen. Ziel ist es, den Designern eine effiziente Vorlage zu geben, die sie beliebig erweitern und anpassen können.
Animation
Animation arbeitet an einem neuen Missionsgeber, Eddie Parr, einem Barkeeper, der Missionen austeilt. Um dem Goldstandard unserer Missionsgeber zu entsprechen, passen wir das Barkeepererlebnis an, um es so ansprechend und realistisch wie möglich zu gestalten. Sie verfeinern auch die Animationen der Gönner der NSC-Bar, um die Orte zu bevölkern, an denen Eddie Barkeeper arbeiten wird. Ein Teil dieser Arbeit bringt das Team mit seiner "Recyclingkörper-Animationstechnologie" (RBT) voran, die ihnen helfen wird, das ständig wachsende Universum zu erweitern und gleichzeitig den Animationsfußabdruck zu verringern, ohne die Qualität zu beeinträchtigen.
Kunst (Umwelt)
Das Landing Zone Team begann mit der frühen Whitebox-Erkundung der Kreuzritter-Landezone Orison. Grundlegende architektonische Formen und Strukturen werden entwickelt und schon in diesem frühen Stadium ist die Stimmung und Atmosphäre einzigartig und interessant. Das Team arbeitet auch gemeinsam mit Level Design daran, die richtige Balance zwischen großzügigen Vor-Ort-Bereichen und der Einhaltung wesentlicher Interessenpunkte in sensiblen Traversalzeiten zu finden.
Das modulare Team beendete die Whiteboxing neuer Anlagensets für unterschiedlichste Außenformen von Raumstationen. Voreinstellungen, Regeln und Filter, die es dem verfahrenstechnischen Werkzeug ermöglichen, seine Aufgaben zu erfüllen, werden ebenfalls festgelegt, mit vielversprechenden ersten Ergebnissen. All dies wird zu einer viel interessanteren und vielfältigeren Reihe von Außenstationen führen, die sehr bald umflogen und landen werden. Das Umweltteam konzentrierte sich auch auf die gemeinsamen Elemente der High-Tech-Branche in New Babbage. Die neuen Elemente Hangar, Hab, Transit, Garage und Sicherheit werden derzeit fertig gestellt und für ihr Debüt in Alpha 3.8 vorbereitet. Auf der organischen Seite schlossen sie einen weiteren Vorstoß in verfahrenstechnische Höhlen ab und aktualisierten die bestehenden Planeten der PU weiter, einschließlich der Untersuchung von Canyons (die ersten Ergebnisse sehen sehr vielversprechend aus). WIR SEHEN UNS NÄCHSTEN MONAT.....
Chinese
April saw Star Citizen teams from around the world finishing off their tasks for Alpha 3.5 and moving in earnest to the next patch coming in a few months’ time. Several teams have even started looking further into the future, making progress on the locations, ships, and characters for Alpha 3.7 and beyond.
AI
Throughout April, the AI Team made a ton of improvements for the release of Alpha 3.5. This included optimizing the AI EventDispatcher to register entities to specific events, which brought down CPU usage from around 12 milliseconds to 600 microseconds. They also optimized the navigation mesh loading time during server-level initialization and deferred behavior-specific queries to the zone system to take advantage of multi-threading and use less CPU time during subsumption updates.
A project to optimize usables began that will eventually allow the team to cache animation and navigation data for interactive objects and improve runtime usage. This will be most useful in densely-populated areas like landing zones and space stations. The team are also looking to improve the compilation times for subsumption task nodes and extend the Tactical Point System (TPS) to allow the time-sliced evaluation of game-code-defined functionalities.
Away from optimization, human combat AI was refactored to allow a more modular approach to the definition of tactics and behavior. The aim of this is to give the designers an efficient template that they can expand on and customize as they like.
Animation
Animation is working on a new mission giver, Eddie Parr, a bartender who gives out missions. So, to match the gold standard of our mission givers, we are adjusting the bartender experience to make the experience as engaging and realistic as possible. They’re also refining NPC bar patron animations to help populate the locations that Eddie will be bartending. Part of this work moves the team forward on their ‘recycled body animation tech’ (RBT), which will help them expand the ever-growing universe while keeping the animation footprint down without sacrificing quality.
Art (Environment)
The Landing Zone Team began early whitebox exploration of Crusader’s landing zone, Orison. Basic architectural forms and structures are being developed and even at this early stage, the mood and atmosphere is unique and interesting. The team are also working alongside Level Design to find the right balance between expansive on-foot areas and keeping essential points of interest within sensible traversal times of each other.
The Modular Team finished whiteboxing new sets of assets for more diverse space station exterior shapes. Prefabs, rules, and filters that enable the procedural tool to do its thing are being established too, with promising early results. All of this will lead to a much more interesting and diverse set of station exteriors to fly around and land at very soon. The Environment Team also focused on the ‘hi-tech’ common elements found throughout New Babbage. The new hangar, hab, transit, garage, and security elements are currently being finished up and readied for their debut in Alpha 3.8. On the organics side, they completed another push on procedural caves and continued to update the PU’s existing planets, including investigating canyons (the first results of which are looking very promising). WE’LL SEE YOU NEXT MONTH…
AI
Throughout April, the AI Team made a ton of improvements for the release of Alpha 3.5. This included optimizing the AI EventDispatcher to register entities to specific events, which brought down CPU usage from around 12 milliseconds to 600 microseconds. They also optimized the navigation mesh loading time during server-level initialization and deferred behavior-specific queries to the zone system to take advantage of multi-threading and use less CPU time during subsumption updates.
A project to optimize usables began that will eventually allow the team to cache animation and navigation data for interactive objects and improve runtime usage. This will be most useful in densely-populated areas like landing zones and space stations. The team are also looking to improve the compilation times for subsumption task nodes and extend the Tactical Point System (TPS) to allow the time-sliced evaluation of game-code-defined functionalities.
Away from optimization, human combat AI was refactored to allow a more modular approach to the definition of tactics and behavior. The aim of this is to give the designers an efficient template that they can expand on and customize as they like.
Animation
Animation is working on a new mission giver, Eddie Parr, a bartender who gives out missions. So, to match the gold standard of our mission givers, we are adjusting the bartender experience to make the experience as engaging and realistic as possible. They’re also refining NPC bar patron animations to help populate the locations that Eddie will be bartending. Part of this work moves the team forward on their ‘recycled body animation tech’ (RBT), which will help them expand the ever-growing universe while keeping the animation footprint down without sacrificing quality.
Art (Environment)
The Landing Zone Team began early whitebox exploration of Crusader’s landing zone, Orison. Basic architectural forms and structures are being developed and even at this early stage, the mood and atmosphere is unique and interesting. The team are also working alongside Level Design to find the right balance between expansive on-foot areas and keeping essential points of interest within sensible traversal times of each other.
The Modular Team finished whiteboxing new sets of assets for more diverse space station exterior shapes. Prefabs, rules, and filters that enable the procedural tool to do its thing are being established too, with promising early results. All of this will lead to a much more interesting and diverse set of station exteriors to fly around and land at very soon. The Environment Team also focused on the ‘hi-tech’ common elements found throughout New Babbage. The new hangar, hab, transit, garage, and security elements are currently being finished up and readied for their debut in Alpha 3.8. On the organics side, they completed another push on procedural caves and continued to update the PU’s existing planets, including investigating canyons (the first results of which are looking very promising). WE’LL SEE YOU NEXT MONTH…
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- 6 years ago (2019-05-17T00:00:00+00:00)