• alcoholicorn@lemmy.ml
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    1 year ago

    Because Crysis looked good, Chris Roberts mandated that Star Citizen would use Cryengine 3.

    To make astronomically large spaces fit in the game engine from 2009, they made everything infinitesimally small.

    So now due to the inaccuracy inherent in floating point calculations, instead of invisibly nudging things a few millimeters in the wrong direction, teleports people hundreds of feet out of their ships into space if they bump into a physics object, ladder, elevator, etc.

    This is what happens when an ideas guy with no technical knowledge is making technical decisions.

    • Billiam@lemmy.world
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      1 year ago

      To make astronomically large spaces fit in the game engine from 2009, they made everything infinitesimally small.

      In fairness, when Star Citizen first went in to development CE3 was a modern engine.

    • Nailbar@sopuli.xyz
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      1 year ago

      This is what happens when an ideas guy with no technical knowledge is making technical decisions.

      If you’re talking about Chris, he’s a coder too, and wrote some of the entiry container system for the game.

      I’m not sure where you’re getting your info about them scaling everything down and that being the cause for wonky physics, though.

    • Cris@lemmy.world
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      1 year ago

      Wow… I’m pretty crap at making decisions, but like… not that crap 😅

      That’s like an impressively bad choice