![]() ![]() For the most part, this is in exchange for direct engine developer technical support or specific changes in exchange for some percentage of the sale. Things have changed in recent years, with the race to the bottom using free engines, but larger development houses still generally agree to private arrangements. Traditionally, a game developer might approach an engine provider like Epic Games or Crytek and create terms on a licensing deal for game development. We posed the question of overhauls made to Star Engine to Sean Tracy, who affirmed that 64-bit world space is one of the driving elements behind making Star Citizen possible.ĬIG's engine is primarily being supported and built internally, these days. This name change, according to Roberts, was to more accurately reflect how Crytek's engine has been refactored in several aspects for integration with Star Citizen. The name isn't final, but we already talked about CIG's internal usage of the name “Star Engine” in place of the original “CryEngine” branding on internal splash screens. Note: You may find our previous discussion on DirectX 12 & Vulkan of interest. Part 2, Wednesday (10/5), is on CPU threading, system resource and load management, character technology, and more CitizenCon info. Part 1, today, is on 64-bit engine technology, world space coordinates, edge blending, and meshes and layers. The entire discussion with Tracy ran for about forty minutes. Tracy sat in on our first meeting with Roberts, and was able to prepare some additional points of depth with notes taken from that meeting. Following last week's interviews with Chris Roberts ( Part 1: Procedural Planets V2, Alpha 3.0 & Part 2: Weather System ), we sat down with CIG Technical Director Sean Tracy to learn about CryEngine, the technical inner-workings of procedural planet generation V2, and more. Cloud Imperium Games has been talking about its 64-bit engine conversion for at least two years now, but we've never had a chance to properly explain the benefit of this move. ![]()
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