this post was submitted on 31 Jul 2023
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Star Citizen

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A general discussion place for all things related to Star Citizen.

All game related discussion is welcome here, but if there's a specific community for the content you are about to create, try to post it in the correct one. This allows community members to filter out the types of content they want to see.

Here are the current sub-communities:

[email protected] - for in-game screenshots

[email protected] - for video related content

[email protected] - for SC bug reports

[email protected] - discussion around this Lemmy instance

[email protected] - support for this Lemmy instance

[email protected] - anything else unrelated to SC

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Right now we have T1 or T0 for the following:

  • Bounty Hunting
  • Mercenaries
  • Piracy
  • Trading
  • Mining
  • Salvage
  • Racing
  • Medical/Rescue
  • Refueling
  • Repair

We're still missing mechanics for:

  • Exploration
  • Smuggling
  • Data Courier
  • Passenger Transportation

Am I missing anything else? It's kind of crazy to think we have at least T0 of so many game mechanics now. What are you most looking forward too? This can be either unimplemented or gold standard or any mechanic.

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[–] [email protected] 1 points 1 year ago

yeah I think in one of the recent monthly report they called out that there's still a lot of work to be done to get anywhere near believable NPCS:

Last month, AI Tech finalized work to allow NPCs to transition between EVA and environments with gravity. This required an update to the usables code, including exposing it to enter and exit location information. Now, NPCs can enter and exit ships through airlocks or hatches by vaulting over ledges. The team also implemented simple behaviors and assignments for entering and exiting ships, which compute a path to a location and utilize the most suitable usable to finish the transition.

On the navigation-system side, AI Tech upgraded navigation links to connect two volumes from different zones, which is needed for moving platforms. The previous implementation only allowed links between parent and child zones rather than between two unrelated zones. Further optimizations and improvements were made for navigation-mesh raycasts too.

There's still so much work to be done there (plus get servers working well enough to allow the AI to function).