StarCitizen:Planet Tech v1: Difference between revisions
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Latest revision as of 23:02, 9 April 2026
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Planet Tech v1, known at the time as Procedural Planets was StarCitizen:Cloud Imperium's initial foray into creating close-to-life scale planets for seamless exploration. On April 1st 2014, the $41 million stretch goal was met, associated with a "Procedural Generation R&D Team". With the acquisition of many former StarCitizen:CryEngine developers including procedural generation expert StarCitizen:Marco Corbetta, author of "Planetary Generation in Games", 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.<ref name=":0">SCAA Interview with Brian Chambers, Nichole D'Angelo, YouTube, 27 Feb 2017</ref>
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.
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.
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