{"id":392,"date":"2025-05-08T18:22:06","date_gmt":"2025-05-08T18:22:06","guid":{"rendered":"https:\/\/demo.artureanec.com\/themes\/agencium\/?p=392"},"modified":"2025-05-08T18:24:10","modified_gmt":"2025-05-08T18:24:10","slug":"new-technologies-in-the-development-of-products","status":"publish","type":"post","link":"https:\/\/furr-tec.ch\/index.php\/2025\/05\/08\/new-technologies-in-the-development-of-products\/","title":{"rendered":"Clarifying a Few Things on the Demo &amp; Tech Stack"},"content":{"rendered":"\n<p>First off \u2014 the streaming demo shown in the keynote is from an earlier build. The current implementation under the hood uses <strong>.NET 10<\/strong>, not the legacy .NET Framework version shown in that clip. That older system was chunk-based (especially on the editor side), but the newer system uses <strong>streamable data overlays<\/strong> that make chunk transitions seamless to the player \u2014 while still giving us full diagnostic visibility in the editor.<br><\/p>\n\n\n\n<p>The high-precision floating point system mentioned \u2014 including the 256- and 512-bit mention \u2014 is not fantasy. It\u2019s based on <a class=\"\" href=\"https:\/\/github.com\/dotnet\/runtime\/issues\/93513\">this live .NET proposal<\/a> which supports vectorized floats (64, 128, 256, 512-bit) through <code>System.Runtime.Intrinsics<\/code> and <code>System.Numerics<\/code>. Unity doesn\u2019t natively expose this (yet), but we\u2019ve already been working on integrating these math stacks for simulation layering \u2014 especially for time-corrected physics and high-precision relay calculations.<br><\/p>\n\n\n\n<figure class=\"wp-block-image size-full is-resized\"><img fetchpriority=\"high\" decoding=\"async\" width=\"2558\" height=\"1229\" src=\"https:\/\/furr-tec.ch\/wp-content\/uploads\/2023\/05\/Opera-Snapshot_2025-05-08_141903_github.com_.png\" alt=\"\" class=\"wp-image-6291\" style=\"object-fit:cover;width:2560px;height:1440px\" srcset=\"https:\/\/furr-tec.ch\/wp-content\/uploads\/2023\/05\/Opera-Snapshot_2025-05-08_141903_github.com_.png 2558w, https:\/\/furr-tec.ch\/wp-content\/uploads\/2023\/05\/Opera-Snapshot_2025-05-08_141903_github.com_-2048x984.png 2048w\" sizes=\"(max-width: 2558px) 100vw, 2558px\" \/><\/figure>\n\n\n\n<p>TL;DR: Yes, we know what we\u2019re doing with floating point \u2014 and it\u2019s backed by ongoing .NET work and actual intrinsics, not just buzzwords.<\/p>\n\n\n\n<p><strong>Regarding the Music + VO<\/strong><\/p>\n\n\n\n<p>There\u2019s no AI music generation in the game \u2014 full stop. I was actually planning to record the voiceover myself, but I had to rely on Hume.ai\u2019s natural voice synthesis due to vocal issues at the time of recording. It\u2019s a placeholder, not a philosophy.<\/p>\n\n\n\n<p>Emotion in music? Still 100% human. No templates, no regen shortcuts. That\u2019s one of our biggest values at Furr-Tec: we don\u2019t use tools that compromise creative authorship \u2014 period.<\/p>\n\n\n\n<p><strong>Passkeys vs Traditional Logins<\/strong><\/p>\n\n\n\n<p>We get it \u2014 not everyone\u2019s ready to move on from passwords. But <strong>passkeys<\/strong> (WebAuthn) are <em>vastly<\/em> more secure and increasingly supported by Google, Apple, Microsoft, and modern browsers. In fact, <strong>\u201cLogin with Google\u201d <em>is<\/em><\/strong> a passkey under the hood now. It\u2019s still early for some folks, but we\u2019re giving users flexibility when it comes to authentication \u2014 and yes, we\u2019ll continue to support more accessible login flows.<\/p>\n\n\n\n<p><strong>Unity + Multiplayer Scope<\/strong><\/p>\n\n\n\n<p>As for why we\u2019re sticking with Unity: we\u2019ve built a <strong>direct partnership with the Unity team<\/strong> \u2014 and despite everything that happened in \u201823, they\u2019re back on track. We\u2019re not using Unity as-is, either. We\u2019ve rebuilt major systems internally to support what we need, and Unity\u2019s latest DOTS + Burst + Sentis stack gives us flexibility that\u2019s hard to replicate.<\/p>\n\n\n\n<p>On multiplayer: totally agree it\u2019s not something you just slap in post-hoc. We\u2019re exploring <strong>SpaceTimeDB<\/strong>, a new database tech that supports <strong>massive state-backed multiplayer<\/strong> (think GTA V scale). It\u2019s not ready for prime-time yet, but it\u2019s on our R&amp;D radar \u2014 and won\u2019t ship until it\u2019s solid.<\/p>\n\n\n\n<p><strong>Final Thoughts<\/strong><\/p>\n\n\n\n<p>We hear the skepticism \u2014 honestly, we expect it.<\/p>\n\n\n\n<p>But this project isn\u2019t chasing hype. It\u2019s an attempt to build what <strong>should already exist<\/strong> \u2014 a system-driven survival sim that fuses grounded realism, physics, ethics, and causality. That\u2019s not easy. But it\u2019s the right kind of hard.<\/p>\n\n\n\n<p>If you want AAA polish in a 3-person team&#8230; that\u2019s not what this is. But if you want to see a studio <em>try<\/em> to build something different \u2014 without exploitation, without shortcuts \u2014 then yeah, we\u2019re worth following.<\/p>\n\n\n\n<p>Thanks for watching. Really. \u2764\ufe0f<\/p>\n","protected":false},"excerpt":{"rendered":"<p>First off \u2014 the streaming demo shown in the keynote is from an earlier build. The current implementation under the hood uses .NET 10, not the legacy .NET Framework version shown in that clip. That older system was chunk-based (especially on&#8230;<\/p>\n","protected":false},"author":2,"featured_media":390,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[12,13,15],"class_list":["post-392","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-technology","tag-business","tag-google-analytics","tag-seo-text"],"_links":{"self":[{"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/posts\/392","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/comments?post=392"}],"version-history":[{"count":6,"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/posts\/392\/revisions"}],"predecessor-version":[{"id":6294,"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/posts\/392\/revisions\/6294"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/media\/390"}],"wp:attachment":[{"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/media?parent=392"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/categories?post=392"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/furr-tec.ch\/index.php\/wp-json\/wp\/v2\/tags?post=392"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}