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Star citizen engine5/1/2023 ![]() the only link to Lumberyard is that CIG swapped licences from CryTek to Amazon (Lumberyard). CIG is using their own custom engine based off CryEngine 3.8 (iirc). Whether that involves replacing parts of the engine I don't know but I'll assume yes.ĬIG is not using Lumberyard at all (and certainly not the version that New World is using). That has an effect in the way they develop their server/networking tech so it takes longer to make. SC needs to be particularly accurate with its physics in the game world which other MMOs don't need to consider. ![]() compatibility with AWS for the scalable server solutions? If I took an educated guess I'd assume that the server-side aspects of the engine are very much in place while some of the other core game mechanic stuff has been replaced.Īgain, I'll take a look around, but my memory says they mentioned replacing a lot of lumberyard, but they didn't specify which parts.Įdit: I think you are probably correct, it was just missing some of the detail that VidiVentura posted. I know the devs have said in an ISC they've replaced lots in lumberyard, but why would they replace one of the core reasons why they chose it in the first place i.e. The reason why I say this is because for all we I know, the systems that have been replaced that originated in lumberyard may have nothing to do with the serverside aspect of it. I'll have a look around for a more in-depth answer to this. Like say an SC server is keeping track of 50 players Then another service for keeping track of world resources Then services for tracking their items, ships, progression Databases for each Then there's services for linking all this together, trashing items not in use, quests, etc.Īren't games like NW doing the same stuff but even more with meshing servers based on player location? I was running around with 400+ people last night, and other than a 0.5s freeze when moving to a new area (assuming it is transferring to a new area-based server) it was smoother than a single player game.ĭoes the graphics fidelity matter? How much? Has lumberyard been modified to the point it's no longer lumberyard? Am I misunderstanding the similarities in tech? What am I missing? I assume people's responses will be based on complexity, but if so I'd appreciate some detail. I am genuinely curious to understand how SC is more complex to the point that it can't handle 50 players compared to games like that even before the fancy tech has been implemented in SC, or how it's taken them so long to build the tech in comparison. It has AWS compatible server meshing, SSOCS, persistence, supports 2000 people on one 'server' and are working to merge more shards for that number to grow. The queue times in NW aside, that game is flawless in terms of server stability when you get in. ![]() What I want to know is how with the same engine (according to wiki) in 5 years AGS made New World (NW) and whether their development can be compared with SC. I follow and actively test SC not only because I like the games vision but because I'm interested in the tech. Before I start I just want to say this is not a slight at CIG.
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