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Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

JamesDixon

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More like where are the simulated physics and ballistics.

Every game has physics. If they didn't you'd be floating and unable to do anything. As for ballistics, Scam Citizen uses hit scanning weapons. Meaning that the game either client side or server side doesn't actually calculate the trajectory of every bullet fired. To do so would be CPU intensive and bring the entire game to a crawl.
 

AN4RCHID

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SC has had trajectories and travel time for ship weapon projectiles since the first flyable ships, and for FPS weapons for a few years at least. Calculating a simple arc like that is not CPU intensive.

Every game has physics. If they didn't you'd be floating and unable to do anything.
No... Just no.
 

JamesDixon

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SC has had trajectories and travel time for ship weapon projectiles since the first flyable ships, and for FPS weapons for a few years at least. Calculating a simple arc like that is not CPU intensive.

Every game has physics. If they didn't you'd be floating and unable to do anything.
No... Just no.

Since you're a moron let me use an article to highlight what I mean concerning trajectory vs. hit scan weapons.

With these additional computations, the processing is more taxing relative to using hitscan. Servers will have to do a lot more work to make sure all the objects are in sync, and discrepancies or conflicts in logic across clients have to be resolved not to create inconsistent experiences for players on the same server.

https://www.gamedeveloper.com/programming/how-do-bullets-work-in-video-games-

So what I said was true. There's more to it than just the calculations. It's the entire ensuring everything is in synch across all players and the server. The more players firing means the more calculations and sending data that needs to be done.

Computer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws.

https://en.wikipedia.org/wiki/Game_physics

Without physics you're not moving at all in the game. In fact, none of your other systems that require physics to work will work.
 
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Generally in games, when people talk about physics they're talking about actual simulated physics like stuff having mass or stuff being able to bounce and slide around a room. There are no such physics in, for instance, WoW. When you jump in WoW, the game puts you on an invisible railway track, the arc of which is generated at the moment of your jump. If you use a movement ability while "falling", the game generates a new railway track to put you on. Or when you use the monk's roll ability, you're not actually moving forward due to the way the game is coded. It is placing down an invisible point in front of your character and your character is being towed to that point.
 

AN4RCHID

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So what I said was true. There's more to it than just the calculations. It's the entire ensuring everything is in synch across all players and the server. The more players firing means the more calculations and sending data that needs to be done.
What you said was completely wrong. SC does calculate projectile trajectories, as do tons of other online games, and it does not bring games to a crawl due to being cpu intensive.

Without physics you're not moving at all in the game. In fact, none of your other systems that require physics to work will work.
Uh huh. What do you think, did they have to program gravity forces into Tetris to make the pieces fall?
 

JamesDixon

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What you said was completely wrong. SC does calculate projectile trajectories, as do tons of other online games, and it does not bring games to a crawl due to being cpu intensive.
Your opinion doesn't trump the objective facts I posted. You are sucking hard on that copium pipe. What I said is the truth. It's a matter of scale when it comes to MMOs. Firing millions of projectiles a second from hundreds of players using standard ballistic models is intensive on the CPU just to do in the calculation alone. When you add in the synching of all of those objects to everyone in that area that can see it is where the lag happens.

This even happens with hitscan weapons. Hell, it happens in standard RPG MMOs that use to hit chances and skill levels. It's just another type of calculation on the server.
h huh. What do you think, did they have to program gravity forces into Tetris to make the pieces fall?

Actually, they did. Which is why the pieces can only move downward with side and rotational movement. It's simplistic, but it's there. No physics means the objects aren't moving.

Generally in games, when people talk about physics they're talking about actual simulated physics like stuff having mass or stuff being able to bounce and slide around a room. There are no such physics in, for instance, WoW. When you jump in WoW, the game puts you on an invisible railway track, the arc of which is generated at the moment of your jump. If you use a movement ability while "falling", the game generates a new railway track to put you on. Or when you use the monk's roll ability, you're not actually moving forward due to the way the game is coded. It is placing down an invisible point in front of your character and your character is being towed to that point.

You just described physics. Bravo. All physics are in a game are railway tracks based upon trajectories that fit within the physics model. Animation is combined to get the full effect.
 
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Myobi

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Last time I looked it was $470-$475 million. It's only going to increase at a faster rate as their hard work visibly pays off.
You should save that sort of corporate dick sucking till they actually manage to deliver what they promised.

It's odd that "money thrown at shit that still doesn't even exist" is the most bragged feature of this game...

Hey, ADL, you should check out: https://www.earth2.io/
Sounds like your sort of thing my dude, go crazy with it.

Also, if for whatever reason you need to openly state that you "don't care" about something, that oddly enough you keep coming here to argue against, avoid sounding butthurt about it.
 
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AN4RCHID

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What I said is the truth.
Does this look like hitscan to you?





PUBG, Tarkov, Fortnite, CoD:MW, Battlefield, etc... all use ballistic trajectories and not hitscan. Maybe it was a performance concern in the 90s, but it is pretty standard now.

Actually, they did. Which is why the pieces can only move downward with side and rotational movement. It's simplistic, but it's there. No physics means the objects aren't moving.
No... Physics simulation ≠ motion. In a game with simulated physics, motion will be determined by simulated physical forces such as gravity and friction. Objects will have mass, and basic laws of physics would be simulated like the sum of all forces on an object equaling the mass times acceleration.

As an example from unity, there is a component RigidBody that must be attached to an object in order for the object to participate in the physics simulation. Objects without a RigidBody can still be moved by directly updating their position, but they cannot be moved by applying forces to the object and none of the simulated physics will be applied to them. It completely possible and not unusual to make a game with no RigidBody objects, IE bypassing Unity's physics simulation.
 

JamesDixon

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Every game has physics.
Oh yeah, how about Minesweeper. :smug:
LOL Okay that's one game that doesn't.
Does this look like hitscan to you?
Irrelevant to the point I made.
Maybe it was a performance concern in the 90s, but it is pretty standard now.
It's still a concern now as evidenced by the fact that Scam Citizen can't handle more players then it does.
In a game with simulated physics, motion will be determined by simulated physical forces such as gravity and friction.

Oh which movement and the like are the result of physics. You're getting hung up on the complexity of the physics not the fact it actually exists. This is you attempting to win by overcomplicating the entire thing and redefining the terms as you see fit like the good cultist you are.
 

Lazing Dirk

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What do you think, did they have to program gravity forces into Tetris to make the pieces fall?

Actually, they did. Which is why the pieces can only move downward with side and rotational movement. It's simplistic, but it's there. No physics means the objects aren't moving.

I bet it's really difficult figuring out the exact forces required to be applied to an object to make it turn precisely 90 degrees around a specific point. I mean the square shape is probably easy but the L ones would have a weird offset centre of mass that would complicate things. They must be using a really high drag coefficient to get them to stop spinning near instantly too. And all this in a Gameboy game; what an incredible feat of programming.
 

AN4RCHID

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Does this look like hitscan to you?
Irrelevant to the point I made.
:lol: Goddamn that tag is well earned. Your claim was that SC uses hitscan weapons because calculating bullet trajectories would be so CPU intensive as to bring the game to a crawl. Those videos show Star Citizen does use bullet trajectories. If you can't see the relevance, that's a you problem.

Maybe it was a performance concern in the 90s, but it is pretty standard now.
It's still a concern now as evidenced by the fact that Scam Citizen can't handle more players then it does.
Star Citizen's player limit has nothing to do with bullet drop calculations lmao.

In a game with simulated physics, motion will be determined by simulated physical forces such as gravity and friction.
Oh which movement and the like are the result of physics. You're getting hung up on the complexity of the physics not the fact it actually exists. This is you attempting to win by overcomplicating the entire thing and redefining the terms as you see fit like the good cultist you are.
Ah yes, "Overcomplicating" AKA knowing what extremely basic game dev terms like "pre-rendered" and "physics simulation" mean. A block moving in tetris is not the result of any physics simulation; it's bizarre to even have to state that. Here's an example of what it would look like if the blocks' motion was governed by a physics simulation - https://www.crazygames.com/game/tetris-with-physics
 

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What do you think, did they have to program gravity forces into Tetris to make the pieces fall?

Actually, they did. Which is why the pieces can only move downward with side and rotational movement. It's simplistic, but it's there. No physics means the objects aren't moving.

I bet it's really difficult figuring out the exact forces required to be applied to an object to make it turn precisely 90 degrees around a specific point. I mean the square shape is probably easy but the L ones would have a weird offset centre of mass that would complicate things. They must be using a really high drag coefficient to get them to stop spinning near instantly too. And all this in a Gameboy game; what an incredible feat of programming.
Every physics engine has some level of simplification/abstraction. Some more than others.

(also, Tetris even predates the Gameboy, so it's an even greater feat, I guess.)
 

JamesDixon

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Goddamn that tag is well earned. Your claim was that SC uses hitscan weapons because calculating bullet trajectories would be so CPU intensive as to bring the game to a crawl. Those videos show Star Citizen does use bullet trajectories. If you can't see the relevance, that's a you problem.
Yeah I got it retard for talking to an admin.

https://robertsspaceindustries.com/.../new-hitscan-weapon-is-currently-gamebreaking

Implementing a single shot hitscan weapon with high damage has effectively killed the point of maneuvering as predicting your opponent matters very little.
When I say something it's backed up with proof. So far you've presented nothing but your bare ass for it get spanked by people far smarter then you like me.
Star Citizen's player limit has nothing to do with bullet drop calculations lmao.
It actually does, but then you are a retard.
Ah yes, "Overcomplicating" AKA knowing what extremely basic game dev terms like "pre-rendered" and "physics simulation" mean.
Which everything I've said is backed up. You haven't done anything to counter the points made with your own counter evidence. See all you have is your faith in Chrissie Roberts as your Lord and Savior.
 

JamesDixon

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What do you think, did they have to program gravity forces into Tetris to make the pieces fall?

Actually, they did. Which is why the pieces can only move downward with side and rotational movement. It's simplistic, but it's there. No physics means the objects aren't moving.

I bet it's really difficult figuring out the exact forces required to be applied to an object to make it turn precisely 90 degrees around a specific point. I mean the square shape is probably easy but the L ones would have a weird offset centre of mass that would complicate things. They must be using a really high drag coefficient to get them to stop spinning near instantly too. And all this in a Gameboy game; what an incredible feat of programming.

Released in 1984 Tetris has been confounding physicists as to how the blocks move in the way they do. Now almost 30 years later, the secrets of tetris have final revealed. The blocks are moved using a combination of magnetism and electricity to move the block sideways and down. Unseen to the player each block has a slight positive charge and at the bottom of the screen there is eletric plate that is negatively charged. This causes the block to accelerate downward but it is only on for a few milliseconds before it's turned off in order to keep the block at a constant velocity. As the game goes on, the plate is left charged for longer which means the block reaches a faster speed. When the player presses the down button, the plate becomes negative charged again, causing the block to accelerate again. In order to move the block left and right, when the player press the left or right buttons the game creates a magnetic field. Since the blocks have a velocity downward, the magnetic field exerts a force on the block to the left or right. For example when the play press the right button, the game creates a magnetic field into the screen and by the right hand rule, the block feels a force to the right. And when the player presses left, it creates a magnetic field out of the screen which sends the block to the left. In order to turn a block, the game has to create two magnetic fields in opposite directions(one in, one out) that split the block in half(top and bottom). This creates a torque on the block that causes it rotate. Finally once a row has been filled, it completes a circuit that now has a current running though it. Behind the screen, there is a wire carrying current in the same direction and since wires carrying current in the same direction attract, the row is sucked behind the screen leaving space for the remaining blocks to slide down. Tetris may seem like it defies most laws of physics but we can see that it has to follow the same rules as all of us.
https://aplusphysics.com/community/...ectricity to move the block sideways and down.

About Tetris physics... you were saying?
 

Lazing Dirk

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Released in 1984 Tetris has been confounding physicists as to how the blocks move in the way they do. Now almost 30 years later, the secrets of tetris have final revealed. The blocks are moved using a combination of magnetism and electricity to move the block sideways and down. Unseen to the player each block has a slight positive charge and at the bottom of the screen there is eletric plate that is negatively charged. This causes the block to accelerate downward but it is only on for a few milliseconds before it's turned off in order to keep the block at a constant velocity. As the game goes on, the plate is left charged for longer which means the block reaches a faster speed. When the player presses the down button, the plate becomes negative charged again, causing the block to accelerate again. In order to move the block left and right, when the player press the left or right buttons the game creates a magnetic field. Since the blocks have a velocity downward, the magnetic field exerts a force on the block to the left or right. For example when the play press the right button, the game creates a magnetic field into the screen and by the right hand rule, the block feels a force to the right. And when the player presses left, it creates a magnetic field out of the screen which sends the block to the left. In order to turn a block, the game has to create two magnetic fields in opposite directions(one in, one out) that split the block in half(top and bottom). This creates a torque on the block that causes it rotate. Finally once a row has been filled, it completes a circuit that now has a current running though it. Behind the screen, there is a wire carrying current in the same direction and since wires carrying current in the same direction attract, the row is sucked behind the screen leaving space for the remaining blocks to slide down. Tetris may seem like it defies most laws of physics but we can see that it has to follow the same rules as all of us.
https://aplusphysics.com/community/index.php?/blogs/entry/787-the-physics-of-tetris/#:~:text=Released in 1984 Tetris has been confounding physicists,electricity to move the block sideways and down.

About Tetris physics... you were saying?
:notsureifserious:
 

JamesDixon

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Released in 1984 Tetris has been confounding physicists as to how the blocks move in the way they do. Now almost 30 years later, the secrets of tetris have final revealed. The blocks are moved using a combination of magnetism and electricity to move the block sideways and down. Unseen to the player each block has a slight positive charge and at the bottom of the screen there is eletric plate that is negatively charged. This causes the block to accelerate downward but it is only on for a few milliseconds before it's turned off in order to keep the block at a constant velocity. As the game goes on, the plate is left charged for longer which means the block reaches a faster speed. When the player presses the down button, the plate becomes negative charged again, causing the block to accelerate again. In order to move the block left and right, when the player press the left or right buttons the game creates a magnetic field. Since the blocks have a velocity downward, the magnetic field exerts a force on the block to the left or right. For example when the play press the right button, the game creates a magnetic field into the screen and by the right hand rule, the block feels a force to the right. And when the player presses left, it creates a magnetic field out of the screen which sends the block to the left. In order to turn a block, the game has to create two magnetic fields in opposite directions(one in, one out) that split the block in half(top and bottom). This creates a torque on the block that causes it rotate. Finally once a row has been filled, it completes a circuit that now has a current running though it. Behind the screen, there is a wire carrying current in the same direction and since wires carrying current in the same direction attract, the row is sucked behind the screen leaving space for the remaining blocks to slide down. Tetris may seem like it defies most laws of physics but we can see that it has to follow the same rules as all of us.
https://aplusphysics.com/community/index.php?/blogs/entry/787-the-physics-of-tetris/#:~:text=Released in 1984 Tetris has been confounding physicists,electricity to move the block sideways and down.

About Tetris physics... you were saying?
I'm a retarded cunt that can't actually defeat the point made.

Look at the retard that can't counter the facts. Go play with your dollies and let the adults talk.
 

Myobi

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iu


Perkel come watch this shit my dude! and raise up the volume.
 

Perkel

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Perkel come watch this shit my dude! and raise up the volume.
There is huge drama going on rn. CIG first time ever gave player starting money based around amount of time they played last patch. The more they played the more cash at start you got.

So i started game and i got 1 670 000 CR which can buy you decent upgrade over starter ship or even something like drake cutlass which can be used as multirole for trading, fighting hauling other vehicles etc. or with some extra money start directly mining rocks in space by buying prospector for 2 mil.

CIG said they made mistake and someone made mistake in calculation. I logged in today. And my 1 670 000 CR became 67 000 Cr which is about half of starter ship or 3 suits of armor with weapons.

Some people bought ships with that money and CIG deleted those ships lol.

CIG:

:troll:
 

Lazing Dirk

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67 000 Cr which is about half of starter ship

As someone who has absolutely no idea how SC works, what do you do if you can't afford a starter ship? I thought it was like Elite where you've given a babby ship to start and go from there. Do you whore yourself out to a corp to do some ground-based stuff to scrounge up creds or what?
 

AN4RCHID

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67 000 Cr which is about half of starter ship

As someone who has absolutely no idea how SC works, what do you do if you can't afford a starter ship? I thought it was like Elite where you've given a babby ship to start and go from there. Do you whore yourself out to a corp to do some ground-based stuff to scrounge up creds or what?
Everyone should have at least one ship. The game packages come with one, and the ships on your store account can't be permanently lost or sold in game.

It would be a pain in the ass to play without one because even for the on-foot missions, they require you to travel between locations. You could potentially crew up on another player's ship to earn cash. I've seen some people doing that to larp.
 

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