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May 24th 2019
Attention Recruits,
What you are about to read is the latest information on the continuing development of Squadron 42 (SCI des: SQ42).
Operatives around the world collected the intel needed to provide you with this progress report. Intelligence suggests we’ve uncovered intel on operations concerning the Vanduul, combat AI, volumetric gas cloud tech, and more.
The information contained in this communication is extremely sensitive and it is of paramount importance that it does not fall into the wrong hands. Purge all records after reading.
UEE Naval High Command
A project to optimize usables began that will eventually allow the team to cache animation and navigation data for interactive objects and improve runtime usage. This will be most useful in densely-populated areas like landing zones and space stations. The team are also looking to improve the compilation times for subsumption task nodes and extend the Tactical Point System to allow the time-sliced evaluation of game-code-defined functionalities.
Away from optimization, human combat AI was refactored to allow a more modular approach to the definition of tactics and behavior. The aim of this is to give the designers an efficient template that they can expand on and customize as they like.
Work on the Vanduul facial rig is beginning in earnest again, with the team receiving great support from the Character Art department. They have new meshes and textures to experiment with and are currently reauthoring the whole facial expression set. Finally, Tech Animation have been helping to make sure combat works correctly, NPCs are able to navigate environments, and props articulate as they should.
The Tools Team started a project to give better cinematic control over ships. They can now open full ships in the editor and select any entity on them, add it to the TrackView timeline, and animate it (something that required proxy placeholders before).
As mentioned last month, the team now has a working break-free cinematic mode that lets players switch between filmic or first-person viewpoints. Time was spent last month setting it up to work with the briefings the player receives from superior officers throughout the campaign. The mixture of first-person viewpoint and player-character reaction affords opportunities to show little moments and that would otherwise be lost if the scene was experienced entirely from a fixed perspective.
The AI Feature Team finalized the implementation of non-player interactive scenes and are now working on the setup for scenes with player interaction. Ship AI have also been working with Physics to start implementing a new 3D pathfinding algorithm that can utilize the info in the physics grid to plot a course. They started implementing formation flying with support from the EU Vehicle Team and have been helping out with the tools that preview video comms in ships and select characters, ships, and dialog to make sure the animation, lighting, and camera positions work correctly. They’ve been experimenting with camera movement in comms calls to make them feel more alive too.
The Programming Team worked on rendering, enhancing the temporal dither pattern to reduce noise on hair cards, adding variance texture support for planet tech v4, and making various quality fixes for gather-based DOF. They also progressed with the render thread global state cleanup (a prerequisite for the low-level renderer and render pass refactor). They also began to look into refining physics geometry instancing to reduce memory requirements. When finished, this will reduce the memory used in spatial and planetary grids and generally optimize the physics engine.They continued to collect system-wide context switch information to aid in performance analysis and parallel processing optimization (though just on Linux for now). Various improvements and robustness changes for crash digest computation were made too, the results of which will be used in Sentry.
The team also began to look into refining physics geometry instancing to reduce memory requirements. When finished, this will reduce the memory used in spatial and planetary grids and generally optimize the physics engine.