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I've seen a number of posts saying that people are contemplating or planning to stay here, even when Voat returns.

I'm doing my due lurking dilligence and trying to get a feel for the site myself, but I thought I'd ask in case I miss something.

Is it just the responsive admins and the lower traffic? Or are there other things that make this place superior?

Thanks.

I've seen a number of posts saying that people are contemplating or planning to stay here, even when Voat returns. I'm doing my due lurking dilligence and trying to get a feel for the site myself, but I thought I'd ask in case I miss something. Is it just the responsive admins and the lower traffic? Or are there other things that make this place superior? Thanks.

28 comments

[–] AlkaiserSoze 1 points (+1|-0)

Thank you for your insight into the situation. I'd be curious as to the differences between Lumberyard and the original CryEngine as I'm a bit iffy on those. From what I can tell, it seems as though there are better development tools to work with in Lumberyard but I'm more of a network/server guy so I can't fully grasp the framework differences that get mentioned in the SC forums. The modifications that CIG implements do blur the lines between their own tech and Lumberyards existing tech. I am aware that Amazon gets access to many of the tech that CIG is creating for use in the Lumberyard engine as part of their agreement.

Now, I know the situation was a bit embarassing for Crytek and I couldn't weigh in on what the deciding factor was in the lawsuit. Frankly, I believe Crytek may just want the tech that CIG managed to create using their former engineers. CIG did make it sound that Lumberyard did provide them with a more streamlined approach to content creation and backend modification but I can accept that as being a bit of PR spin to sell the switch to the consumer base. I have no idea how much of that came from CIGs internal development and how much was from Lumberyards development.

[–] jobes 1 points (+1|-0)

I'd be curious as to the differences between Lumberyard and the original CryEngine as I'm a bit iffy on those

It's tough to summarize as there have been 100+ engineers dedicated to rewriting the god awful code CryEngine is while adding new features. Some highlights may be:

  • entirely new network code
  • new asset system for compiling offline and loading assets (huge)
  • rewrite of most of the build system for code
  • mobile support for android and iOS
  • modularization of the codebase with "gems" so game projects and engine libraries can be selectively enabled/disabled
  • new visual scripting system
  • removal of the core entity/game object system that the engine was built upon

There's a lot more, but I did want to call out that CryEngine is honestly the worst codebase i have ever seen. The guy that forced the acquisition of it was fired. It's been nothing short of a nightmare to deal with.

[–] AlkaiserSoze 1 points (+1|-0)

entirely new network code

I have a feeling I know what CIGs deciding factor was. The network model for SC is very interesting. In order to support a persistent universe with a huge playerbase, they decided on developing something called sharding. It isn't a new concept but the way they're applying it is. Pre-LY the network situation was fucking awful. It's gotten much better since they moved to LY.

[–] jobes 1 points (+1|-0)

I haven't kept up on what they've been doing. The networking code they took was what we used for Killer Instinct 3. It was good for a 60fps fighting game, then we replaced cry's networking layer with that.