Server Meshing is still YEARS in the MAKING – Star Citizen



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The last episode of Inside Star Citizen was dedicated to server meshing, Star Citizen’s future technology that will enable the dream of the game to become a reality.

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13 thoughts on “Server Meshing is still YEARS in the MAKING – Star Citizen”

  1. honestly i understand if it takes a while longer than originally thought to get first step of server meshing out the door. Theres tons of stuff that can be added and enjoyed in Stanton in meantime.

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  2. …And now we get updates twice yearly, ffs… We eare on a ship with no course and a rogue team of developers looking to milk young men out of their money with half baked gameplay as cig makes it up as they go… No play and too much money wasted…

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  3. 2 More Years™️

    Years more worth of development, needing years worth more of ship sales.

    Imagine how stable funding would be for the PU, if millions were not being siphoned off from ship sales to support SQ42.

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  4. Pyro will have plenty to mine. Any Arkmap infos are outdated since they come from single landing zones to fully fleshed out planets.

    Several years ? Well maybe, we don't know, it's just assumptions. What's important is that the tentative phase is over. They'll do it, for good. It's no more a question of doability, but of time. Best news we can get.

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  5. The main issue is the redevelopment time for each game team as they implement new code. The get static server meshing then turn the code over to each team to implement and try to get working. There appears to be no standardized coding and asset design process.

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  6. If they're currently discussing and planning implementation, from various departments, they must be pretty confident that the tech is ready for production. It's a big risk, as it could break everything.

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  7. It would have been easy to give this video a pass, but Jared's shots in the Only Constant, with the constant smirk, really said how important he thought it was and how much fun he had with the vid. Looking forward to Part 2.

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