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	<id>https://wiki.sasgaming.net/index.php?action=history&amp;feed=atom&amp;title=StarCitizen%3APlanet_Tech_v1</id>
	<title>StarCitizen:Planet Tech v1 - Revision history</title>
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	<updated>2026-04-09T13:09:41Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.sasgaming.net/index.php?title=StarCitizen:Planet_Tech_v1&amp;diff=62000&amp;oldid=prev</id>
		<title>imported&gt;Chiff: wrong version</title>
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		<updated>2024-11-12T10:36:32Z</updated>

		<summary type="html">&lt;p&gt;wrong version&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Prevnext|prev=Star Citizen Alpha 2.6.3|PrevText=Star Citizen Alpha 2.6.3|next=Planet Tech v2|NextText=Planet Tech v2}}&lt;br /&gt;
&lt;br /&gt;
{{InfoboxNeue&lt;br /&gt;
|title = Planet Tech v1&lt;br /&gt;
|image = Delamarv1.png&lt;br /&gt;
|label1 = Status&lt;br /&gt;
|content1 = Superceded by [[StarCitizen:Planet Tech v4|v4]]&lt;br /&gt;
|label2 = First revealed&lt;br /&gt;
|content2 = [[StarCitizen:Holiday Livestream 2015]]&lt;br /&gt;
|label3 = Associated patch&lt;br /&gt;
|content3 = Internal development&lt;br /&gt;
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&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Planet Tech v1&amp;#039;&amp;#039;&amp;#039;, known at the time as Procedural Planets was [[StarCitizen:Cloud Imperium]]&amp;#039;s initial foray into creating close-to-life scale planets for seamless exploration. On April 1st 2014, the $41 million [[StarCitizen:Stretch Goals|stretch goal]] was met, associated with a &amp;quot;Procedural Generation R&amp;amp;D Team&amp;quot;. With the acquisition of many former [[StarCitizen:CryEngine]] developers including procedural generation expert [[StarCitizen:Marco Corbetta]], author of &amp;quot;Planetary Generation in Games&amp;quot;, Foundry 42 Frankfurt was quickly able to develop the early stages of planet tech. Although procedural planets were initially pitched as a post-release feature, Corbetta insisted he could work on it in his spare time if he could focus on it. His workload got lightened so he could work on it.&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;[https://youtu.be/P0-QE4UgR4U SCAA Interview with Brian Chambers], Nichole D&amp;#039;Angelo, YouTube, 27 Feb 2017&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Work on the technology was first demonstrated in the [[StarCitizen:Pupil to Planet]] video on the [[StarCitizen:Holiday Livestream 2015]], in which the camera pans out from [[StarCitizen:Joaquim Steiger]] standing in over-ground [[StarCitizen:Levski]] to reveal the full (then-planetoid) [[StarCitizen:Delamar]], with jagged rocky terrain, a large crater and hand-placed assets like mining towers.&lt;br /&gt;
&lt;br /&gt;
v1 was demonstrated with gameplay in the [[StarCitizen:Gamescom 2016]] demo, throughout which the player travels from Levski to a placeholder moon of Delamar. Re-entry effects play out over the cockpit of a [[StarCitizen:Freelancer]]. Ground vehicles were shown interacting with the terrain for the first time with the [[StarCitizen:Ursa]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
{{gallery&lt;br /&gt;
|Daymar1.jpg&lt;br /&gt;
|PupilToPlanet.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:StarEngine]]&lt;br /&gt;
[[Category:Planet Tech]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Chiff</name></author>
	</entry>
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