Star Citizen Monthly Report: April 2019
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…
- Easter Screenshot Contest - https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/easter-scavenger-hunt
- commercial contest - https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/anvil-arrow-commercial-contest
- Inside Star Citizen - https://www.youtube.com/watch?v=vKvI_eDpOgg
- Star Citizen Live - https://www.youtube.com/watch?v=zFyp4yV1GDA&feature=youtu.be
- BritizenCon - https://www.britizencon.uk/
- agenda - https://robertsspaceindustries.com/comm-link/transmission/17039-Gamescom-2949-Details
- Reverse the Verse - https://robertsspaceindustries.com/comm-link/transmission/17049-Reverse-The-Verse-LIVE
- How to Play - https://robertsspaceindustries.com/star-citizen/howto/1
- StarWatch - https://robertsspaceindustries.com/comm-link/spectrum-dispatch/17044-StarWatch-Hidden-Gems
Name: TM-DE_Level_Design_a18mu1-Min.jpg
Zuletzt geändert:
13.05.2019 20:32:59Größe:
0.2 MBComm-Links:
Name: TM-DE_Environment_Art_hightech_garages-Min.jpg
Zuletzt geändert:
13.05.2019 20:32:56Größe:
0.2 MBComm-Links:
Name: TM-Defender_WIP_066-Min.png
Zuletzt geändert:
13.05.2019 20:33:27Größe:
0.74 MBComm-Links:
Name: TM-GunnerHighPoly-Min.jpg
Zuletzt geändert:
13.05.2019 20:33:23Größe:
0.18 MBComm-Links:
Name: Tavern_upload_large-Min.jpg
Zuletzt geändert:
13.05.2019 22:00:17Größe:
0.55 MBDuplikate
Comm-Links:
Name: TM-Image-1-Min.png
Zuletzt geändert:
13.05.2019 20:33:06Größe:
0.14 MBComm-Links:
Name: TM-Image-2-Min.png
Zuletzt geändert:
13.05.2019 20:33:03Größe:
0.15 MBComm-Links:
Name: TM-Image-Min.png
Zuletzt geändert:
13.05.2019 20:33:12Größe:
0.15 MBComm-Links:
Name: source.mp4
Zuletzt geändert:
13.05.2019 20:51:09Größe:
37.32 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
19.01.2022 10:00:44Größe:
1.71 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
01.02.2022 11:12:25Größe:
1.06 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
05.04.2022 13:52:02Größe:
4.23 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
04.05.2022 07:15:32Größe:
2.93 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
01.06.2022 14:45:31Größe:
3.6 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
05.07.2022 16:55:39Größe:
1.01 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
06.09.2022 12:58:00Größe:
3.82 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
05.10.2022 09:35:29Größe:
3.26 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
01.11.2022 14:03:48Größe:
6.27 MBComm-Links:
Name: source.png
Zuletzt geändert:
17.01.2023 10:54:07Größe:
4.43 MBComm-Links:
Name: source.png
Zuletzt geändert:
30.01.2023 20:07:30Größe:
3.88 MBComm-Links:
Name: source.png
Zuletzt geändert:
28.02.2023 10:25:50Größe:
3.35 MBComm-Links:
Name: source.png
Zuletzt geändert:
31.03.2023 09:42:13Größe:
4.02 MBComm-Links:
Name: source.png
Zuletzt geändert:
02.05.2023 18:53:45Größe:
4.67 MBComm-Links:
Name: source.png
Zuletzt geändert:
06.06.2023 16:13:24Größe:
3.65 MBComm-Links:
Name: source.png
Zuletzt geändert:
04.07.2023 13:35:01Größe:
2.88 MBComm-Links:
Name: source.png
Zuletzt geändert:
01.08.2023 14:29:26Größe:
3.37 MBComm-Links:
Name: source.png
Zuletzt geändert:
12.09.2023 14:59:52Größe:
3.07 MBComm-Links:
Name: source.png
Zuletzt geändert:
03.10.2023 12:11:38Größe:
4.54 MBComm-Links:
Name: source.jpg
Zuletzt geändert:
31.10.2023 19:13:02Größe:
0.56 MBComm-Links:
Name: source.png
Zuletzt geändert:
04.01.2024 11:34:53Größe:
5.02 MBDuplikate
Comm-Links:
Name: source.jpg
Zuletzt geändert:
07.02.2024 11:25:27Größe:
1.13 MBDuplikate
Comm-Links:
Name: source.png
Zuletzt geändert:
05.03.2024 17:13:10Größe:
3.76 MBDuplikate
Comm-Links:
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Wochen - 02.04.2024 13:00
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Monat - 02.03.2024 13:01
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Monaten - 02.02.2024 13:00
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 3 Monaten - 02.01.2024 13:00
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 4 Monaten - 02.12.2023 13:00
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 6 Monaten - 02.10.2023 13:01
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 7 Monaten - 02.09.2023 13:00
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 8 Monaten - 02.08.2023 13:00
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 9 Monaten - 02.07.2023 13:00
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 10 Monaten - 02.06.2023 13:01
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 11 Monaten - 02.05.2023 13:06
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.04.2023 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.03.2023 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.01.2023 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.12.2022 13:06
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.11.2022 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.10.2022 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.09.2022 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.08.2022 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 02.07.2022 13:05
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 1 Jahr - 04.06.2022 17:03
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.04.2022 01:26
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.03.2022 01:27
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.02.2022 01:21
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.01.2022 01:21
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.12.2021 01:19
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 18.11.2021 15:38
- Übersetzung Englisch aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.11.2021 01:20
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.10.2021 01:19
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.09.2021 01:19
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.08.2021 01:19
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.07.2021 01:20
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 05.06.2021 14:25
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.06.2021 01:18
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 2 Jahren - 01.05.2021 01:18
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 3 Jahren - 01.04.2021 01:17
- Comm-Link aktualisiert durch Star Citizen Wiki Api vor 3 Jahren - 01.03.2021 01:17
- Übersetzung Englisch aktualisiert durch Star Citizen Wiki Api vor 3 Jahren - 01.10.2020 00:21
- Übersetzung Deutsch erstellt durch Star Citizen Wiki Api vor 4 Jahren - 01.06.2019 11:23
- Übersetzung Englisch erstellt durch Star Citizen Wiki Api vor 4 Jahren - 01.06.2019 00:03
- Comm-Link importiert von Star Citizen Wiki Api vor 4 Jahren - 01.06.2019 00:03
17.05.2019 00:00:00 -> 01.11.2021 01:20:34
--- Fri May 17 2019 00:00:00 GMT+0200
+++ Fri May 17 2019 00:00:00 GMT+0200
@@ -7,0 +7 @@
+
@@ -9,0 +10 @@
+
17.05.2019 00:00:00 -> 01.10.2020 00:21:50
--- Fri May 17 2019 00:00:00 GMT+0200
+++ Fri May 17 2019 00:00:00 GMT+0200
@@ -4,3 +4,3 @@
-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.
+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.
@@ -8 +8 @@
-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.
+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.
@@ -10 +10 @@
-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 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.
ID | 17080 |
---|---|
Veröffentlichung | 17.05.2019 |
Kategorie | Undefined |
Channel | Undefined |
Serie | Monthly Reports |
URL | /comm-link/transmission/17080-Star-Citizen-Monthly-Report-April-2019 |
Kommentare | 43 |