In this final part of our recent Cloud Imperium Games LA office tour, we conclude by talking with Technical Director Sean Tracy about upcoming technology to be shown at CitizenCon. The annual Star Citizen backer event will take place on October 9, Sunday, at ~3PM PST.

Until then, this discussion dives into new character technology that will be shown at the event, resource consumption and management, CPU thread assignment and the jobs engine, headbob and image stabilization, and authoring tools for Star Citizen. The previous three parts of this tour can be found at the links below:

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. 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.

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. The entire discussion with Tracy ran for about forty minutes. We've split that into two parts:

 

  • Part 1, today, is on 64-bit engine technology, world space coordinates, edge blending, and meshes and layers.

  • Part 2, Wednesday (10/5), is on CPU threading, system resource and load management, character technology, and more CitizenCon info.

Note: You may find our previous discussion on DirectX 12 & Vulkan of interest.

It took us nearly 5000 words to cover the first half of our two-part interview with Cloud Imperium Games CEO Chris Roberts, who joins us now for the second half. In the first part, we dove straight into discussion on Alpha 3.0, plans for unveiling procedural generation V2 at CitizenCon, and Star Marine & Arena Commander A2.6 updates. Roberts' procedural generation plans initially disclosed to GamersNexus in 2014 have mostly been realized, and the team is now working on a second iteration of the internally built Planet Ed[itor] toolset. Much of the new procedural generation technology will be shown at CitizenCon on October 9, but Roberts also teased to us that new character technology would be on demonstration at the event.

This is the second and final half of our interview with Chris Roberts, CIG CEO & Chairman, but not the final interview for our trip. Technical Director Sean Tracy joined GamersNexus to discuss deeper engineering solutions to technological challenges faced by the team, offering some insight to game development that we think our 'regulars' will enjoy from an engineering standpoint. The first half of that content will post on Friday, September 30. The second half will be announced alongside the publication of the first half.

Both interviews – with Roberts and with Tracy – ran about forty minutes in length, and contained a trove of new information related to the title's immediate future. With Tracy, we'll discuss engine architecture, what it actually means to “refactor for 64-bit,” authoring tools, and more.

It's been three years since we first visited the Cloud Imperium Games studios in Santa Monica, though we've conducted a dozen interviews with CIG CEO Chris Roberts in the time since. Now, taking a victory lap through Southern California's hardware manufacturers, we stopped over at CIG's offices for a second in-person visit.

A lot has changed. The studio, for one, is now in a new location that's farther from the Santa Monica beach, but in a larger space. The team has grown significantly in both organization and team size, and challenges faced, and Roberts has adjusted his interview technique just enough to ease off on providing release dates.

Our latest visit had us focusing on the new planetary procedural generation tech, version 2.0, the predecessor for which we originally detailed two full years ago. Roberts talked us through the start-to-finish plans for CitizenCon's presentations, additional Alpha 3.0 launch details, Star Marine, procedural generation, character tech, and engine refactoring in a forty-minute interview. We've split the interview into two parts, the second of which will go live on Monday (September 26). Our time spent in the office was doubled to accommodate a second interview with Technical Director Sean Tracy, responsible for answering our deeper hardware and software engineering questions. That content will go live next week, after the first two parts of the interview with Chris Roberts.

For our average multiple interviews per year with Chris Roberts and team, this year has been a quiet one. The team's been keeping their heads down while working on finalizing Squadron 42, the single-player release of Star Citizen, for a major release this year. Version 2.5 and 2.6 of the Star Citizen client will soon be released – a matter of days for 2.5, in theory – but that hasn't stopped CIG CEO Chris Roberts from detailing plans for 3.0 while at Gamescom 2016.

The Gamescom event primarily covered procedural planet technology. This is a topic we discussed with Roberts back in 2014, who stated the following when asked for CIG's definition of procedural generation:

We moderate comments on a ~24~48 hour cycle. There will be some delay after submitting a comment.

Advertisement:

  VigLink badge