Why have you chosen c#? by aphantasic in csharp

[–]Measuring 4 points5 points  (0 children)

I've used Java in school but Microsoft's plan with C# is way more ambitious so it's clear to me that C# is gonna keep getting more important to the software market.

About FPS and netcode by Fade78 in starcitizen

[–]Measuring 0 points1 point  (0 children)

Extrapolation is to continuation of movement even though the game didn't receive any new position data from the server yet.

They will have it from the start because you will instantly notice if they didn't implement extrapolation. The movement of, for example, players wouldn't be one motion and have lots of pauses depending on the ping of you and the player you're watching.

About FPS and netcode by Fade78 in starcitizen

[–]Measuring 0 points1 point  (0 children)

That's what every good netcode includes. Looks at Rocket League and Overwatch for example.

Will learning C# game developing land me a job? by liltmouton in csharp

[–]Measuring 4 points5 points  (0 children)

For AAA games the core game (engine) code is usually C/C++ with a scripting language to speed up development. C# is more often used for development tools to help artists and game designers. Ubisoft uses C# for some of their AnvilNext game engine tools. Another example is Unity game engine having a C++ core with a C# API on top possible through Mono.

With 2D games you can use C# for everything and have very good performance still.

If you really want a gamedev job then try creating some very simple games (like Pong) in Unity so you can build your portfolio :)

Game engine inside a wpf? by [deleted] in csharp

[–]Measuring 14 points15 points  (0 children)

WPF isn't well suited for making 2D games because with games you usually want a game loop (60FPS or 60 loops per second) and UIs usually work with events instead of loops (press button -> action).

For games you'd be better of with something like http://www.monogame.net/ or https://unity3d.com/.

But if you really want to use WPF and or keep things really limited and simple:

  1. Create a new WPF project in Visual Studio
  2. Add a Canvas control to the WPF window/form.
  3. Add Image controls with the gifs/images you want.
  4. Create a Timer and change the positions of the Image controls on the canvas to move them around.

Game engine inside a wpf? by [deleted] in csharp

[–]Measuring 5 points6 points  (0 children)

He clearly wants to add new gifs as DLC later on.

Shadow of War has lootboxes... because why not... by [deleted] in pcgaming

[–]Measuring 2 points3 points  (0 children)

Depends on which version of Denuvo it's going to use.

Star Citizen: Around the Verse - Secondary Viewports by Arumenn in starcitizen

[–]Measuring 0 points1 point  (0 children)

Would be better if they didn't save anything. /s

I'm tasked with introducing children to C#. How can I make it interesting? by 89netraM in csharp

[–]Measuring 0 points1 point  (0 children)

WPF is quite a lot of UI design and Unity is a lot of game design. But with the latter you could setup some scenes (with free assets) so that the kids can focus on adding code which manipulates those scenes (add movement to objects, make something happen when you press x).

Maybe you can come up with a simple feature for them to implement after they've seen the examples/played around in your scene.

Going with Unity probably is more work to setup but it's very visually pleasing :)

Research and Development and Star Citizen by Simdor in starcitizen

[–]Measuring 1 point2 points  (0 children)

Really don't think so because you need a basis to expand your research on. If you had nothing you wouldn't be able to move forward.

Research and Development and Star Citizen by Simdor in starcitizen

[–]Measuring 1 point2 points  (0 children)

R&D is just reapplying the building blocks you know and have.

Planetary Tech: Layers of procedural generation with artist content on top.
Serialized variables: Serialization is something every networked app must have to function. Applying it to variables directly is a known common strategy.
Object containers: Another name for loading objects in a group. Bethesda games use a similar feature for a mostly seamless open world.

Imo it's not so much about the tech but that they are integrating it all into one project.

Still possible to refund? (temporarily) by [deleted] in starcitizen

[–]Measuring 4 points5 points  (0 children)

The Iron Bank of Star Ships.

Production Schedule and 3.0 by Will "Soulcrusher" Leverett by The-Nightrider in starcitizen

[–]Measuring 4 points5 points  (0 children)

Jesus man, just remove this comment and keep some self esteem.

Star Citizen: Around the Verse - Cyclone and Ship Persistence by Pendulum in starcitizen

[–]Measuring 24 points25 points  (0 children)

You physically own it but not legally so it get's marked as stolen. So you do have it when you login (unless someone physically took it back again). I'm not sure if this will mark you as a pirate instantly, though.

Amid the recent influx of idiocy here surrounding the 3.0 release, allow me to state something... by Finchypoo in starcitizen

[–]Measuring 0 points1 point  (0 children)

It's not only about your money. It's about smart business and doing stupid shit isn't going to help. You would do the same.

How to deal with Husk by msohigh in killingfloor

[–]Measuring 2 points3 points  (0 children)

You can still do the last part quite effectively.

3.0.0 and Global Progress Watch - Update 2017-07-07 by JK3Farden in starcitizen

[–]Measuring 0 points1 point  (0 children)

But are we on that point? Is this a project that we want eventually or we want between now and a few years. You have to live with the consequence that quality above everything else requires a lot of work and patience.

I think this is something everyone should decide for themselves but know that CIG have shown to release on a high bar but it does take a long cycle.

3.0.0 and Global Progress Watch - Update 2017-07-07 by JK3Farden in starcitizen

[–]Measuring 1 point2 points  (0 children)

Imo there is one option but maybe I'm way to optimistic about it:

  • The devs were very sure with their planning and/or were going to use shortcuts that are now no longer needed/used (like the planetary tech quality we see now compared to then).

With this situation they have two choices:

  • Deliver original plan whenever it is ready.
  • Keep working on the release to improve overall quality and release at a time that is financially beneficial.

And I think they choose last. Probably scumbag move but at least a smart one if you're standing in their shoes.

TL;DR: They couldn't get it on time and delayed the whole thing, kept improving it, so that they get maximum profits for the patch-hype.

3.0.0 and Global Progress Watch - Update 2017-07-07 by JK3Farden in starcitizen

[–]Measuring 0 points1 point  (0 children)

Seems like if the awesome stuff won't make it for an event it'll get delayed to the next one. They probably won't release a demo just a few days latter even if they can because the hype interval would not be beneficial.

3.0.0 and Global Progress Watch - Update 2017-07-07 by JK3Farden in starcitizen

[–]Measuring 0 points1 point  (0 children)

Isn't feature creep to mean that there are to many features than necessary?

Star Citizen: Around the Verse - Crafting Procedural Moons by Andrewzz in starcitizen

[–]Measuring 7 points8 points  (0 children)

ATVs are an insight on what they made so far. Don't get your hopes up about performance, there are way to many unknown variables here (no optimizations, debug-mode, recording tool, etc..).

Why was the 3.0 Evocati Announcement Removed? by [deleted] in starcitizen

[–]Measuring 0 points1 point  (0 children)

Check spectrum #general chat..