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Chris Roberts e Sandi Gardiner illustrano il funzionamento del viaggio quantico di Star Citizen.
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00:00S.A.D.I.
00:15Hello, e welcome to another episode of Around the Verse,
00:19our weekly look at Star Citizen's ongoing development.
00:21I'm Sandy Gardiner.
00:23And I'm Chris Roberts, and I've just come back from Europe.
00:25Yes, he has. Today's feature sets its sights on the quantum travel system.
00:30With so much distance between celestial objects, this feature is an essential part of where your journey starts.
00:36It sure is. But before we get to that, let's see what progress the team has made on Alpha 3
00:40.0 in this week's installment of Burn Down.
00:44Burn Down.
00:46Welcome back to Burn Down, our weekly show dedicated to reviewing progress on the release of Star Citizen Alpha 3
00:51.0.
00:51We've been working through each of our designated categories as laid out in our previous episode,
00:56as well as on the production schedule, which are shopping, missions, ship in vehicles, traversal,
01:02mobiglass, and overall performance and stability. Let's go to the team and see how each are progressing.
01:12So commodities, commodity shopping polish.
01:14So basically there is Chris prioritized Simon White's tasks.
01:21There is some Simon White polish that is needed.
01:26However, Chris wanted the item 2.0 stuff taken care of first.
01:31So there's just the final tasks that are on Simon White.
01:35Like basically, it feels like you've got stuff to get like all the features in or the content in.
01:39And then you've got polished stuff like the shopping or the ships, right?
01:45Right.
01:45Fair enough.
01:46Fair enough.
01:47So these are the kiosks we've been looking at.
01:50These are the original ones.
01:52They're very kind of, the feedback we got was that they feel very kind of like tacked on.
01:57The screen's a bit small.
01:58So it's a little, you know, the experience isn't necessarily best for the player.
02:03So basically we've been looking to take this generic kiosk and create something a bit more bespoke for the stores.
02:10So it's very close to being complete.
02:12Like I said, the table is all set up.
02:13So we know that any work that we're doing now can get plugged in and will just work.
02:18This one here is finished for Pualasar.
02:20I'm currently working myself on the counter for Levski, which is, or the kiosk for Levski, which is almost done.
02:26Other members of the team are pushing hard to get the counters for different areas, like Bizarre Bargains, no, sorry,
02:33not Bizarre Bargains, Dumpers Depot and other stores from around the game.
02:37Each will have their own, like, unique bespoke kiosks and shopping counters and stuff.
02:43And, yeah, so it's very close to complete.
02:49Just to move on to the two above, the shopping, physical shop polish, and actually Eckhart and Ruto.
02:54So Todd's got to sync with Jake and Reiniger for the work being done on that, because he's still got
02:59some feedback.
03:00I already did.
03:01That's what I was doing before.
03:03Okay, cool.
03:04So Jake is very confident that they'll be able to finish it in that time.
03:08So for 3.0, we've got several NPCs that we're working on, a couple of which are the mission givers.
03:15We've got Eckhart, who's obviously in Levski, which you guys know about.
03:18We've got Ruto, who's also been coming along as well.
03:21These are both two very important characters, because they're going to be responsible for doling out some of the content
03:28that you guys are going to have access to.
03:29We've been capturing a few more animations for Eckhart, which is going to help fill out his set of animations.
03:36Allow us to do the intro conversation and, you know, the follow-up conversations after that.
03:42So really kind of separate those experiences for the players.
03:48We've been handing this work off to the Frankfurt office.
03:52So we've got Vitus Okunas.
03:53We've got Chris Speake, who's also helping out under Dan Treppen's team.
03:59So it's really been kind of a global effort to kind of get these guys together, as we focus on
04:05closing out shopping here.
04:11QA, literally like 10 minutes ago, just gave me this issue, where spawning a second ship blacks out the entire
04:22environment and removes all movement controls for everybody on the server, which is absolutely bizarre.
04:28That is such a weird bounty bug.
04:31It's like...
04:34So this, like I said, this was present on the 814 build that we kicked off before lunch.
04:40I'm looking at the spookiest bug, which is if you spawn a ship and then a second ship, all the
04:47lights and all the stars go out.
04:49And you disappear.
04:51And everybody, this happens to everybody, and you can't move.
04:56The programming hand is working on the overheat field on the heat MFD.
05:04I noticed that we aren't displaying the ship global heat pool anywhere, which is a thing, by the way.
05:14So we should probably have that.
05:15So I'm going to be adding that in today, probably talking with Max about where I get that information from
05:20because I wasn't able to track it all down last time.
05:24But that's the current thing that I'm working on.
05:31And at the minute, in the close down for 3.0, I'm looking after kind of three main chunks of
05:36work that really is six individual features.
05:40These three segments of work are IFCS and flight balance, and that's comprised of atmospheric flight, second stage afterburner, and
05:49also gravlev polish and tuning.
05:51Paul, these were two tasks that we checked with Todd this morning, which we've gone to the EPIC, which was
05:57the modified atmospheric flight model, which was the first one we talked about.
06:00The second one was the atmospheric switchover triggered by the level of ship drag, which was the second one Andy
06:06mentioned.
06:07As I understand it...
06:09And Todd said there's a side priority.
06:11Todd, so the proposal that we took to Todd was the first one.
06:15The modified atmospheric flight model was the one that we wanted.
06:18The second one, which was the atmospheric switchover, hopefully will be easy to get.
06:24However, if it runs into any problems, we're also happy to push that to 3.1.
06:29So the minute that that becomes a longer task than anticipated, we can shove that to 3.1.
06:34Recently, I've been, like, since that meeting, I've been, as I said, smoothing this transition and modifying the accelerations of
06:44the flight control system
06:45as you're flying around so that you don't get these sudden changes in acceleration, which you feel very strongly as
06:51your ship suddenly feeling not maneuverable.
06:53And before that, it was a case of finding some sort of a system where we could consistently control this.
07:07Say, like, for example, we need to deal with decoupled.
07:10And that was quite a challenge because currently decoupled and uncoupled fly quite differently.
07:17And the system needs to work consistently on both sides.
07:20So I put a lot of time into making sure that you can use it in decoupled and it sort
07:25of behaves similarly so that you're not, like, you know,
07:29you don't want this huge discrepancy between how it works in two different modes.
07:35So we sort of worked, and I worked, and, like, implemented the system where it will only go to the
07:45higher speeds if you're on a straight line.
07:47And if you try and modify your velocity, it will kick you out or it will try and slow you
07:53down again.
07:54Because of some of the issues we've had with this afterburner velocity on the straight line going up,
08:00we found that you would easily switch from SCM, you'd want to kick into afterburner,
08:07and you'd find yourself going really fast into these higher velocities.
08:12One of the ways we also considered fixing that was to go back a little bit on some of the
08:19stuff we've done before,
08:20where you'd have SCM on a much smaller scale.
08:22We want to give the combat maneuvering a larger range
08:26so that you wouldn't need to rely on afterburner quite so much.
08:31So I've been doing a large pass on all the ships in the game right now
08:35on their SCM velocities and all the accelerations based around that.
08:39Basically just scaling them up so that you've got more velocity to play with.
08:44But I haven't messed with the acceleration,
08:46so that should be carried over from the current build.
08:52On the actual star map, basically Leo's done most of his stuff on the code side
08:58and Todd's said that it was okay.
09:00The main thing is just because we rearranged some of Zane's stuff,
09:02we just want to see where some of Zane's stuff comes in now.
09:05Star map in the mobiglass, star map in the ship is, scroll down Ricky.
09:10It's a later sprint, that one, the ship to radar.
09:13It's just under ships.
09:15And where that one is right now is Oleg is finishing his work
09:23for basically what a 2D one would look like versus what a 3D one would look like.
09:27And then at that point, ship, art, and tech are in the sprint with us right now
09:33so then they can do their work needed for the radar item
09:38and get those things positioned so then Bone and his team can do their work.
09:43The past few months, I've been working on getting the radar into the star map system
09:49and I've decided to go kind of like in a component-based system.
09:54So if you add star map, then you can interact with star map.
09:59And if you add on top of that radar component,
10:02you can zoom in to yourself and suddenly this radar pops out kind of.
10:10And if you remove the star map again,
10:12then you just see the radar on your display.
10:17So that's kind of the way I'm trying to go.
10:20And you can always add different components to that
10:23so to expand the functionality of this display.
10:27I just kind of wanted to go over with you.
10:28I think the switching of the galaxy and local area
10:32because I think most times you see horizontal zoom sliders,
10:37usually the macro views to the left rather than to the right.
10:43So that's just kind of why I had that on the galaxy on the left side.
10:49Okay.
10:51Yeah.
10:52And then there's probably some stuff that I need to clean up
10:54in regards to the nav map and radar scale buttons
10:57so that it's clear that they're toggles.
11:00Okay.
11:01But in general, I sort of think that it'd be a good idea
11:04at least to get Chris's eyes on this if he hasn't seen it yet.
11:09Yeah.
11:10Definitely.
11:11Yeah.
11:11Yeah.
11:12Well, I want to have...
11:12It's different.
11:13Yeah.
11:13So for the cases where you like press buttons
11:16and turn knobs and things like that,
11:21I think it should be diegetic
11:22like you actually have it labeled in the universe
11:24and you can see it.
11:25Yeah.
11:26And then that's why you have that like finger press icon
11:29that uses it when it's there.
11:31And then optionally, you can have translation,
11:34which is like the case here.
11:36And then when something becomes a bit more complicated
11:38and you have more than one thing you can do with it,
11:41then it would have a multi-option.
11:43So the mission app manager in the MobiGlass went to review.
11:49We got some feedback and we are changing some stuff
11:54that we got from the reviews.
11:56We have polished a couple of features that we got.
12:02So we now have the ability to actually view the remaining time
12:09that a mission has.
12:11We have all the information, the description,
12:13who was it from, how much time, what's the payment going to be.
12:18We can actually accept these missions.
12:21We can track them on our accepted list.
12:23We can also untrack them now.
12:27There's the ability to actually know
12:29which missions we're actually tracking.
12:33We also have the possibility of when abandoning a mission,
12:37we can actually go to the history
12:39and actually know now which missions are abandoned,
12:43completed, midway, basically.
12:46So if we see here, like we now have information
12:49about all of these missions.
12:52It's a much sleeker user experience that they have now,
12:56making it easier for the players
12:58to actually keep track of all the objectives
13:01that they need to do to finish the missions,
13:05actually having a proper way to manage their missions.
13:09Imagine if they're midway through a mission
13:12and they see like, oh, I have a really nearby mission
13:15that I can do.
13:15They can actually easily manage these options.
13:24As for the performance topic,
13:26it's of course that the closer you get to a release,
13:29the more important it becomes.
13:32But on the other side,
13:35you have to see that performance is nothing
13:37that will be done at one point.
13:39It's not like a feature that we can complete
13:41and then it's done.
13:43It's something that we will always have to deal with
13:46that's overarching the whole project.
13:48and as I said,
13:49it's of course becoming more and more important
13:51the closer you get to a release
13:52because we of course want to provide the best experience
13:57for the players, smooth.
14:00And that's why we are now looking into the performance captures
14:06from the Evocati players.
14:09Basically always,
14:10so it's not just testing a specific feature,
14:13but we're always looking into those captures
14:15and see where we can possibly shave off
14:18another millisecond or another frame,
14:20where can we possibly save something or optimize
14:23so we get the smoothness to you.
14:29This week alone,
14:30we've checked in 756 updates
14:32to our 3.0 branch in Perforce
14:34in every possible category.
14:36You'll see from category to category
14:38how unpredictable progress can be
14:40as the Evocati testers and our internal QA
14:42work together to uncover new issues
14:44while leadership evaluates
14:46what's absolutely necessary to address
14:48to release 3.0 to PTU as quickly as possible.
14:51So come back next week
14:53to see the progress we're making here on Burndown.
14:56If you would like more info on our schedule
14:59as we work towards the upcoming release of Alpha 3.0,
15:02be sure to check out the website
15:04for our weekly production report.
15:06Yep, definitely do that.
15:07But now it's time to spool up
15:08this week's feature on quantum travel,
15:10where we look at the updates coming in Alpha 3.0
15:13that make the system more dynamic.
15:15With the old quantum travel system,
15:17you would select a destination,
15:19spool up the quantum drive,
15:20and zip through space to that location.
15:22It was the same experience
15:23regardless of where you were going.
15:25Yeah, it worked,
15:27but considering how distance
15:28is going to be much more of a factor
15:30going forward, 3.0 and beyond,
15:32we knew it was something
15:33that we wanted to improve.
15:34That's why we decided
15:35to vary your travel speed and effects
15:37based on the distance traveled.
15:39That way, a trip between Earth and the Moon
15:41would look and feel very different
15:43than a trip between Earth and Jupiter,
15:44or in our initial case,
15:46the Stanton system.
15:47So between somewhere like Levski
15:50and, I don't know.
15:53Artcorp?
15:54Artcorp, perhaps, yes.
15:55There you go.
15:56To learn more,
15:57let's check out our feature
15:59on the updated quantum travel system.
16:11Anywhere you want to go
16:12that's not like 100 feet from you,
16:14there's probably a quantum
16:14going to be involved.
16:15So there was the old quantum system,
16:18which I believe is what's actually
16:20up on the live server now
16:21because we're still working
16:22on the new stuff.
16:23You look in some random direction
16:24and you fire off and you go.
16:26And it was great.
16:27Had visual effects and everything.
16:30Problem is,
16:32designers weren't happy
16:33and CR wanted it to be
16:35a little bit different
16:35because we were going to have
16:37bigger maps
16:39and he wanted it to function differently.
16:41The previous system basically said,
16:43I want to fire from here to here
16:45and go,
16:46set max velocity,
16:48everything,
16:49and you just win.
16:50There was no concept of ramping
16:53or, well, there was a slight concept
16:54of ramping,
16:55but it was very linear.
16:56So if it was a short jump
16:58or a long jump,
16:58it felt the same.
17:01And CR wanted the experience
17:02of having something
17:03completely different
17:04where if there was a moon
17:06and I'm going,
17:07I'm going to say
17:07from Earth to the moon,
17:08it's far,
17:09but it's considered a short jump.
17:11A long jump would be
17:12like from Earth to Pluto.
17:14So from Earth to the moon,
17:20he wanted it to kind of feel
17:22like a little bit slower
17:23because you don't reach
17:25because you don't reach
17:25that max top speed
17:26while it's the one
17:27that's at Pluto,
17:28you reach that top speed.
17:30But he didn't want
17:31like a linear increase to it.
17:33He wanted more of a dramatic buildup
17:36to get to there.
17:37So we were experimenting
17:39with a bunch of ways
17:39of getting to that point.
17:41And one of the ideas
17:44that came out
17:45in the very early prototype staging
17:47was the concept of,
17:50really nailed down
17:51the concept of a short jump
17:52and the concept of a long jump.
17:53And the first implementation
17:55was just a binary system.
17:56That means,
17:57oh, if we're at this
17:58certain distance,
17:59we're a short jump.
18:00If we're at this distance,
18:01we're a long jump.
18:02And what that gave us
18:03is different speeds.
18:05So when you went
18:06from Earth to the moon,
18:08it took a little bit longer
18:11to get there
18:11because you weren't going as fast.
18:13You could kind of enjoy
18:14the scenery
18:15and you just ran.
18:16And then when you went to Pluto,
18:18we gave you a much bigger speed
18:19so you just zoomed by
18:21to get to there.
18:22but you still had the problem
18:24of it being linear
18:25and it didn't have that build up.
18:27You just started increasing
18:28and you got there
18:29and you just stopped.
18:30We're missing that
18:32ramping up smoothness.
18:34And since it was a binary system,
18:36if you had the distance
18:38just slightly off,
18:40it would change
18:41from short jump
18:41to a long jump.
18:42So if I'm going
18:43from Earth to Mars,
18:44if that distance
18:45was just enough
18:46and I flew a little bit,
18:48it would be considered long.
18:49If I flew back,
18:50it would be considered short.
18:52And since depending upon
18:54what jump you're going to do,
18:55the effects,
18:56the sounds and all that
18:57was completely different.
18:58And it didn't scale at all
18:59because it's one or the other.
19:02So I went back
19:03to the drawing board
19:04going,
19:04and he wants that ramping
19:07and design really wants
19:09that curve.
19:12And what we're doing
19:13was we use motions,
19:17we use a constant acceleration.
19:19So you start at a velocity
19:20and you had an end velocity
19:22and you literally did
19:24a linear curve
19:24as you accelerated over time
19:27or your velocity increased
19:30over time.
19:31But that gives you
19:32that straight line,
19:33which is not what we wanted.
19:36And so what design wanted
19:38was like a little curve up.
19:41So you can think of it
19:42like,
19:44how was that moving?
19:45Back to the future.
19:46You're in the DeLorean,
19:48you put the pedal to the metal
19:49and you get the 88.
19:51That gives you
19:51a nice little curve.
19:52But then as soon
19:53as you hit that 88,
19:54you ramp up like crazy.
19:56So you want that initial speed up
19:58so you can kind of go,
19:59all right,
19:59I'm accelerating,
20:00I'm accelerating.
20:00You hit that boom phase
20:01and it just goes whoosh.
20:05So went back to the drawing board,
20:06took a look at it
20:07and said,
20:07what could we do?
20:08Well,
20:10we're like,
20:10all right,
20:11acceleration is giving us linear.
20:12What happens if we go one higher?
20:14In that famous movie,
20:16we'll go to 11.
20:17Well,
20:17in this case,
20:17we'll go one higher
20:19into the thing called jerk.
20:21What jerk is,
20:23we have a constant jerk
20:24and we're having
20:26velocity and acceleration
20:27change over time.
20:28So what that gives you
20:29is instead of your velocity
20:30being like this,
20:32it does that little curve.
20:35So if we use jerk
20:36to figure out
20:39how fast we're going to go
20:40at any given point,
20:41we can get rid of
20:42that binary system
20:43and we just choose a position
20:46and we know the maximum speed
20:48of the drive,
20:48we know the maximum,
20:50or the minimum speed.
20:51we could calculate
20:52the min acceleration
20:54and max acceleration
20:55based off the jerk
20:56and ramp us up.
20:58So what that gave us
20:59is no matter where we choose
21:01on the star map,
21:03whatever location,
21:04we'd get that nice little curve.
21:06so if I was going to Mars,
21:11I would accelerate
21:12and hit this speed
21:14and then decelerate again.
21:16But if I was going to Pluto,
21:18I'd go all the way up
21:19even higher speed,
21:20cruise a little bit
21:21and then go down.
21:22So it gives you that more
21:24short-term, long jump,
21:26hybrid sort of experience.
21:30and because it's no longer
21:32a binary or system
21:34where it's either short
21:35or either long,
21:35it's based off of the distance,
21:38we could tweak all of our effects
21:40to be based off speed.
21:42So when you're accelerating up,
21:46if you don't hit a certain speed,
21:47you don't get the tunnel effect.
21:49You just get these little sparkles
21:50because you're not hitting
21:51that sound barrier of the quantum.
21:55You're not hitting
21:56the quantum barrier.
21:57You're going just right before it.
21:59you are going faster,
22:00but you're not hitting the barrier
22:01to break the sound.
22:02So you have the little effects
22:04and then you dip down a bit.
22:06But if you go a little bit further out,
22:07you hit the barrier.
22:08So we trigger on the effects
22:11and it makes a much more dramatic thing.
22:14So it gives you that.
22:16All right, I get to a system.
22:18There's a planet.
22:19I select one of the points.
22:20I could get closer to it,
22:22but I don't see the tunneling effect.
22:24But if I go click out
22:25something further out,
22:26go bam,
22:27go out and see the tunnel.
22:28It's quite a cool little interesting thing.
22:31And while doing this,
22:33since the math was kind of involved,
22:36we actually prototyped it out
22:37in a completely different executable.
22:40So you have designers saying,
22:41hey, plug these in,
22:42see the graphs,
22:42see the velocity,
22:43see the accelerations.
22:44It's pretty cool.
22:46When I came on,
22:47my first role here
22:49was starting the quantum travel conversion
22:51to 2.0.
22:52At the time, yeah,
22:53I mean,
22:54it did obviously fly at the time,
22:55but it just wasn't able to integrate well.
22:59And it would be very,
23:00it'd be a totally different set of code,
23:01basically,
23:02from how everything else works.
23:03So bringing it over
23:04brings all that together.
23:05We get to use all the connections
23:06and stuff we natively get
23:08just being item 2.0.
23:10plus the old drive,
23:12while it worked,
23:13had been kind of built
23:14alongside the design.
23:15So there was a lot of code in there
23:17that while it worked
23:18wasn't necessarily needed
23:20to go a certain way.
23:21It was really more getting it hooked
23:23where we could attach it
23:24to a 2.0 ship,
23:25but also getting it connecting
23:27to the pipe system
23:28for power,
23:29for heat,
23:30for things of that nature,
23:31for the fuel system.
23:33The old drive didn't use
23:35any of that mechanics
23:37because it wasn't compatible.
23:38So with the new system,
23:40as Max was building out pipes
23:42for fuel and power,
23:43I was able to start
23:44attaching those as well.
23:45The effects for the constant travel
23:47consisted of this tunneling effect,
23:49originally.
23:50So we've,
23:51Chris has asked for more
23:53of an adaption to this.
23:54So we had,
23:56he wants it more of a
23:57sort of Hollywood feel
23:59of a Star Trek-y
24:00sort of effect
24:01where this residue
24:03appears from the front of the ship
24:04and moves to the back of the ship.
24:06And then it just starts
24:07with a spooling stage
24:08that hits this acceleration rate,
24:10which is,
24:11as Chris puts,
24:12reaching the 88 miles per hour
24:13biking back to the future.
24:16So once you get through
24:17the spooling stage,
24:18it's a mixture of residue
24:20just starting to build up
24:21from the front
24:22and it just builds up
24:23more and more
24:24and then it just flares up
24:25and then you hit a big bang,
24:27which is like the entry effect
24:28into the quantum travel.
24:30So the star field effect
24:31was just primarily
24:32this effect
24:33with loads of stars
24:34appearing,
24:35whizzing past
24:35with planets
24:36and sun
24:37all the way
24:38to your destination
24:39as you travel.
24:40This new effect
24:41we've added in
24:42is it adds more
24:44of a residue
24:45from the front of the ship
24:46that cones around
24:48the front of the nose
24:48of the ship
24:49and then leaves up
24:50more like whizzing flares,
24:53kind of what couldn't be done
24:54with the original CPU system.
24:56So we had to use
24:57this new particle GPU system
24:59to add in thousands
24:59of dots
25:01that just throw off residue.
25:02What we originally had
25:04was this blue
25:04sort of plasma effect
25:05but then Chris wanted
25:07to add in more colour
25:08so we've grabbed in
25:09some of the colours
25:10from the engine trails
25:11which we recently added.
25:13So we've got like
25:14for the Mustang
25:16for example
25:17or the Freelancer
25:18or stuff
25:18we've got like
25:19this sort of tealy blue
25:20effect that mixed in
25:22with the blue plasma
25:23and the M50
25:24has like more of a
25:25yellowy orange
25:25and a blue effect
25:27mixed in.
25:29So game code
25:30provide us these
25:31these tags
25:32and triggers
25:32which are like
25:33spooling,
25:34the entry,
25:36the travelling effect
25:37and the flash effect.
25:39So these all trigger
25:40at certain parts
25:41of the stages
25:41so the spooling effect
25:43will trigger
25:43between the acceleration phase
25:45and when you enter.
25:47So then the enter effect
25:48will trigger
25:49when you enter
25:50to travelling.
25:51So then the travelling effect
25:53will loop
25:53as you're travelling
25:54from your destination
25:55to your other destination.
25:56so then
25:58once you hit
25:59your destination
25:59it hits a flash
26:00entry
26:01or flash exit effect
26:03and
26:04then it will
26:05so that the exit effect
26:06is this basically
26:07a big flash
26:08lens flare
26:09with a big explosion
26:11sort of
26:12wispy
26:12smoke trails
26:14and travelling
26:15from where you exited
26:16basically.
26:17Going back to
26:18what quantum drive
26:19is
26:20we have two parts
26:21to that specifically.
26:23One
26:23design aspect
26:24what does design want?
26:25what does CR want?
26:27And that was
26:28the slow ramping up
26:30and giving that little curve.
26:32And coming out of that
26:34you know
26:34we play with Excel
26:35we play with the little program
26:36to figure out
26:37the math involved.
26:38The second part is
26:40okay
26:40we have this math
26:42it's jerk
26:43there's formulas for it
26:45we have pages and pages
26:46of how we can calculate it
26:48which is cool
26:49but how do we translate that
26:51into the game?
26:52and that's always
26:53the tricky part.
26:55Unfortunately for us
26:57constant jerk
26:58with acceleration
26:59and velocity
27:01we know certain parts
27:02of the formula
27:03so we can adapt that
27:05into programming
27:07into different parts.
27:08And how we did that
27:09was
27:10there's actually
27:11five phases
27:12of quantum drive.
27:14There's
27:14the
27:15initial ramp
27:16which is
27:18you're going from zero
27:19to that 88 miles per hour
27:21we're actually going to
27:22replace that
27:23to going from
27:24your current speed
27:24to afterburner
27:25because we finally have
27:26afterburner
27:28so you can think of that
27:29as going from zero
27:30to your afterburner
27:31or whatever your speed is
27:32that's just the linear
27:34velocity
27:35so that's one block
27:36where we have to
27:37calculate
27:38the distance
27:39and the speed
27:39so once we calculate that
27:41we put it here
27:42then we have
27:43the ramp
27:44up phase
27:45which is where we
27:46introduce the jerk
27:47of your curve
27:48to figure out
27:48what your maximum speed is
27:51and we calculate that stuff
27:53we put it here
27:54then we have
27:55the middle part
27:56which is the cruise
27:57so if you were actually
27:58to hit the maximum speed
27:59of your drive
28:01we have to
28:02stay in this top speed
28:04for a while
28:05and then kick out
28:06so we put that here
28:07and then we have
28:07the ramp down
28:08and the speed down
28:10which are the same
28:11as the speed up
28:12and ramp up
28:13but just inverted
28:14to go from your top down
28:16so we have put
28:18all those on the side
28:19and we go
28:19okay
28:19what do we need
28:20to get this functional
28:23we have all the math
28:24and we have all the time
28:26that's another fun thing
28:27is we needed this system
28:29to be predictable
28:29so if I knew
28:31the start time
28:32and the end time
28:33I need to know
28:34where I am
28:34at every given point
28:35so we need
28:36an analytical solution
28:37and lucky for us
28:38those have all been
28:39derived off
28:40Newtonian physics
28:41for years
28:42which is awesome
28:42so knowing those
28:44key five parts
28:45we broke it down
28:47into distance
28:51so if we know
28:52the distance
28:54we could do
28:55a couple things
28:55we could figure out
28:56the speed up phase
28:58we know the velocity
29:00and we know
29:02the current velocity
29:03we could figure out
29:03the distance
29:04we'll be daring in there
29:06we could figure out
29:07the distance
29:08it would take
29:08to hit max
29:10and then we do that
29:11on both sides
29:11so we leave the cruise out
29:12and that gives us
29:14the ability to do two things
29:16one
29:17if we're able to hit top speed
29:19if we're able to hit top speed
29:20it makes the formula
29:21so beautiful
29:22we could do the easy path
29:24and then
29:25if we can't do the top speed
29:27this is where it gets complicated
29:29because we have to solve
29:30a
29:30I think it was a
29:31fourth order
29:32polynomial
29:34and that math
29:35is just bonkers
29:37so I'll spare you the details
29:38but we had to solve
29:40that fun guy
29:41using a very quick
29:42dirty solution
29:43to make sure
29:44that it's performance
29:45not as performance heavy
29:48so we calculate
29:49all the distances
29:50that you're going to be
29:51in each one
29:52and then from there
29:53we could calculate the time
29:54and then we split it out
29:56and save the information
29:57it's called a quantum snapshot
29:59so we figure out
30:00the distance you'll be
30:01we'll figure out
30:02where you're going to be
30:03at any point
30:04in time
30:04and then from there
30:06when we pass in a time
30:07we could go
30:07alright
30:07this time
30:09we're going to be
30:09at phase
30:10ramp down
30:11so at ramp down phase
30:12and then we go
30:13oh nope
30:14we're going to rewind back
30:15okay we're actually here
30:16so we have this time
30:18which allows us to go
30:19kind of backwards
30:20and forwards
30:21if we wanted to
30:23one
30:23this is for networking
30:25two
30:25if we wanted to
30:26for
30:28track view
30:28for cinematic sequences
30:30we can
30:30wind back in time
30:32so it makes it
30:33everything nice and easy
30:35and beautiful
30:36but
30:37it took
30:38quite a long time
30:40to figure out the math
30:41figure out how to
30:42break down everything
30:43so it works in networking
30:44works in multiplayer
30:45works in track view
30:46works in cinematics
30:47one solution that works
30:49in all the fun
30:50details
30:51but because it's
30:52timeline based
30:53we could rewind
30:54back and forward
30:55we could play effects
30:57depending upon
30:58where we are
30:58on the timeline
30:59and it just works
31:00beautifully
31:02lots and lots of coffee
31:03to get here
31:06so as you saw
31:07it took a lot of
31:08tweaking and complex
31:09math to get the
31:09quantum travel system
31:10working the way
31:11we wanted it
31:12but now we have
31:13a system that
31:14provides a more
31:14dynamic and varied
31:16gameplay experience
31:16for alpha 3.0
31:17and beyond
31:18and that's all
31:19for today's episode
31:20thanks to all of
31:21our subscribers
31:22for helping us
31:23make around the
31:24verse and our
31:24other shows
31:25like bug smashers
31:26and citizen of the
31:27stars
31:27this month's
31:28subscriber flare
31:29will also be
31:30released on friday
31:31so be sure to
31:31keep an eye out
31:32for it
31:33yep definitely do
31:34that and a big
31:34thanks to all our
31:35backers for your
31:36support this game
31:37is only possible
31:38because of your
31:39dedication and
31:39enthusiasm allow us
31:41to make a first
31:41person universe
31:42unlike any other
31:43so thank you very
31:44much
31:44and finally to be
31:46sure to tune in
31:47to happy hour
31:48game dev tomorrow
31:49at 8 a.m.
31:49pacific to watch
31:50level designers
31:51andreas johansen
31:52and tobias johansen
31:53construct a surface
31:55outpost live
31:56yes and they're not
31:57even related
31:57they are not
31:58but they sit next
31:59to each other
31:59exactly
32:01until next week
32:02we'll see you
32:04around the verse
32:05we'll see you
32:35Grazie per la visione!
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