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Design post with lots of pretty pictures and a nice little Video showing some action
 
The problem with the old system was that an individual ship has 200 damage states (read: individually modeled parts) which are time consuming to produce and have a high impact on memory even with no damage inflicted.
For the new system an artist only models the hull and a layer of internals beneath it. The Hull is basically just a texture that has temperature and thickness valves and a separate system records what damage that texture took; How much heat it was exposed to and where it received mechanical damage. This can result in burnt paint, exposed metal, dents in metal, or holes in metal or all of this at the same time and even though it sounds very resource intensive it actually uses only 1/4th of the memory the other ships use because you only need one ship in parts (not 5, as before) and a texture. This way they were able to also move a lot of particles from CPU to GPU to further increase performance. 
 
With the new system hey can do a lot of great stuff further down the road like interior reflecting exterior damage, holes to interior of multi-crew ships, more effects on ships, enabling players to disable ships with minimal damage (for boarding) or even more player in one instance.
 
 
+ 3 on Hype

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Thats really freaking cool. We need to make this a thing for everything. Now.

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All aboard!

 

trainwreck.jpg?w=440&h=234

 

You mean this?

 

Thats really freaking cool. We need to make this a thing for everything. Now.

 

They actually didn't do much of these design post, but I do need to do Shields and mobiGlass

Did you know this forum has an unofficial/official Star Citizen group? Head over to our organization's page, numerous forum threads or our LTTC Discord Server to find out more.

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Design post with lots of pretty pictures and a nice little Video showing some action

 

The problem with the old system was that an individual ship has 200 damage states (read: individually modeled parts) which are time consuming to produce and have a high impact on memory even with no damage inflicted.

For the new system an artist only models the hull and a layer of internals beneath it. The Hull is basically just a texture that has temperature and thickness valves and a separate system records what damage that texture took; How much heat it was exposed to and where it received mechanical damage. This can result in burnt paint, exposed metal, dents in metal, or holes in metal or all of this at the same time and even though it sounds very resource intensive it actually uses only 1/4th of the memory the other ships use because you only need one ship in parts (not 5, as before) and a texture. This way they were able to also move a lot of particles from CPU to GPU to further increase performance. 

 

With the new system hey can do a lot of great stuff further down the road like interior reflecting exterior damage, holes to interior of multi-crew ships, more effects on ships, enabling players to disable ships with minimal damage (for boarding) or even more player in one instance.

 

 

+ 3 on Hype

that video is awesome

 

a)I hope you can surgically remove wings.

b) I hope that's a mech he's using :)

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that video is awesome

 

a)I hope you can surgically remove wings.

B) I hope that's a mech he's using :)

 

They still have break points, but they can do more now and from the looks of it it was only the test mount from the early Hangar module (still in holo table), but it wouldn't surprise me, if we're going to see one in the future  :D

Did you know this forum has an unofficial/official Star Citizen group? Head over to our organization's page, numerous forum threads or our LTTC Discord Server to find out more.

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