Star Citizen Engine Switch; Alpha Released for Backers

Cloud Imperium announces the release of Star Citizen Alpha 2.6 for all backers of the upcoming online space game. They celebrate the news with an updated Production Schedule Report to help us understand the game's current state of development. The announcement also has a detail that impacts that development, as it includes news that they've pulled a Duke Nukem by switching engines, sort of. Star Citizen began using Crytek's CryENGINE, but is now using Amazon's Lumberyard engine. The good news is that Lumberyard is actually based on CryENGINE, with additional support for online games using Amazon's AWS cloud. The game is already overdue based on their initial announcements, and the project has drawn fire from skeptics who think it is an endless crowdfunding scheme, and this news does not include any outlook on when the game be released or hit the beta stage. This project was split into two games almost a year ago, and the most recent word on the offline Squadron 42 half is that a first episode for backers is due next year. Here's more on the alpha release and the engine switch:
I am happy to announce we have just released Alpha 2.6 of Star Citizen to all backers!

With Alpha 2.6 you can now enjoy: Star Marine, featuring a host of new FPS features; big improvements to Arena Commander; further improvements to characters and their animations; new locations and missions to try; 47 flyable ships, including 8 new ships (Herald, Hoplite, Caterpillar, 85X, Wildfire, Renegade, Valiant and Comet)!

I hope you will spend many hours enjoying all the content we’ve put into this build and meeting new friends and enemies in our expanding universe! To find out more about what it took on the development side to get the patch ready for release make sure to check out the retrospective included in the final Alpha 2.6 schedule report.

There is one other big announcement we would like to make with the release of 2.6. We are now basing Star Citizen and our custom technology development on Amazon’s Lumberyard Engine. Since the beginning of the project, we’ve had to make a huge number of changes to the CryENGINE code and tech to enable us to deliver Star Citizen. While the original CryENGINE had great strengths in many areas like rendering and cinematics the needs of our game were well beyond what came ‘out of the box’. So we have, over time, changed significant parts of the engine for our technology, such that only a baseline of the original engine truly remains. In the future we will continue to make significant changes to AI, Animation and Network code and systems.

When Amazon announced Lumberyard back in February 2016, we were immediately interested. While based on the same baseline technology as Star Citizen, Lumberyard is specifically designed for online games, utilizing the power of Amazon’s AWS Cloud Services and their Twitch streaming platform. Amazon’s focus aligns perfectly to ours as we’ve been making significant engineering investments into next generation online networking and cloud based servers. Making the transition to Lumberyard and AWS has been very easy and has not delayed any of our work, as broadly, the technology switch was a ‘like-for-like’ change, which is now complete.

As an added benefit Amazon AWS data centers are spread around the world from North America to South America, Europe to China to Asia Pacific, which will allow us to better support the many backers across the globe as we scale up Star Citizen.

Finally, Amazon has made Lumberyard freely available for anyone building their own game. That means that technically-inclined members of the community can have a better view 'under the hood' of our game than ever before. It's also a great path for anyone interested in game development professionally; I fully anticipate that in the coming year we will be hiring programmers who have taught themselves using Amazon's Lumberyard resources!

As we move forwards, we are confident you will see great benefits from our partnership. Amazon will bring new features to Lumberyard to assist in creating online persistent games, adding great support for their products like Twitch (which we use extensively) and of course investing heavily in engine research and development for years to come. We could not find a more stable and reliable engine partner than Amazon, so with this partnership we are sure we have secured the future development and continuing technical innovation for Star Citizen.

With that I would like encourage everyone to download and play Alpha 2.6. It is a lot of fun and I look forward to seeing you in the ‘verse!
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10.
 
Re: Star Citizen Engine Switch; Alpha Released for Backers
Dec 24, 2016, 13:45
Slick
 
10.
Re: Star Citizen Engine Switch; Alpha Released for Backers Dec 24, 2016, 13:45
Dec 24, 2016, 13:45
 Slick
 
Never heard of Hero engine?

Also yes, Cryengine is good at a single level, it's not meant (at least originally) for a streamable content like GTA, or Skyrim etc.

I'm sure they could patch in that code, but there's only so much lipstick you can put on a pig.

That being said, I think that when you get rid of all the palm trees, hundreds of AI soldiers, and shit tons of detail that Crysis had, and just put it into outer space, which is essentially just some objects floating in a skybox, then the real scale of how big you can make a "single player" map would get truly gargantuan, like planet-sized.

Other than the destructible trees, nice water, and well-done AI of Crysis, the thing that stood out the most was the scale of the levels. I'd imagine that there's still more geometry and detail in the first level of Crysis than probably a whole solar system in SC. Space is pretty barren, no vegetation, and shit is really far apart, easy to optimize for (aka stop rendering shit you can't see, ie. going indoors the engine stops rendering outdoors if you can't see it)
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