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  • cost-conscious explorers. The Beta ships with the hardened Tarsus Leaper jump engine as well as a comfortably-appointed rear cabin. Range In accordance
    5 KB (837 words) - 02:32, 15 March 2024
  • cost-conscious explorers. The Beta ships with the hardened Tarsus Leaper jump engine as well as a small rear cabin with room for amenities and life support
    5 members (0 subcategories, 0 files) - 17:50, 6 January 2024
  • cockpit attached. Introduced in 2920, the M50 represented another leap forward in engine technology that gave the 350r a run for its money. Despite well
    10 KB (1,330 words) - 18:27, 14 April 2023
  • orbit. The Engine Development Team (EDT) is responsible for designing and manufacturing engine components such as Quantum drive, jump engine, power plant
    11 KB (1,480 words) - 10:51, 29 December 2023
  • with a cockpit attached. Introduced in 2920, it represented another leap forward in engine technology that improved upon the 350r. Despite publicized teething
    7 KB (1,241 words) - 02:33, 15 March 2024
  • more affordable engine systems for spacecraft. He quickly met with Childress and put together a team to develop a more affordable engine. Although the process
    3 KB (362 words) - 21:19, 6 November 2023
  • first appeared in Jump Point (magazine) 10.08.). Spectrum Dispatch - Comm-Link. Retrieved 2024-01-11 "Pyrotechnic Amalgamated". Jump Point. Vol. 11 no
    87 KB (1,638 words) - 15:41, 12 March 2024
  • thrusters mounted on it's sleek frame and the industry gold-standard tarsus leaper jump drive, the Herald is built to move your data faster than ever before,
    0 members (0 subcategories, 0 files) - 03:51, 7 January 2024
  • first appeared in issue seven of Jump Point, the Star Citizen subscriber magazine. You can learn more about subscribing to Jump Point here. If it is possible
    7 KB (1,162 words) - 18:02, 19 February 2021
  • because everyone’s out there looking for jump points.” Dr. Valem’s passion was engines, specifically building an engine capable of travelling at speeds equal
    5 KB (763 words) - 22:32, 20 February 2021
  • spectrum stars now consider the 890 Jump their home away from home. Despite the ship’s now vaunted status, the 890 Jump was a major gamble for Origin when
    11 KB (1,722 words) - 18:03, 19 February 2021
  • releases. We continued with removal of legacy engine code (mostly renderer) in preparation for major engine and render refactor (long term task) to better
    83 KB (14,224 words) - 21:59, 27 April 2024
  • general engine support, features and engine bug fixes. We’ve also updated our memory profiling tools, removing related old cruft from the entire engine code
    71 KB (12,145 words) - 19:25, 5 March 2024
  • in the CryEngine codebase for years … We continued to work on optimizations, improved storage formats, bug fixing, clean up and general engine support to
    70 KB (12,196 words) - 18:05, 27 February 2024
  • in-game animation team for finalizing the DCC and engine camera for players and weapons. Our Senior Engine Programmer is Christopher Bolte, and his focus
    69 KB (11,763 words) - 21:59, 27 April 2024
  • aspect is being able to understand the tools and capabilities of the game engine and being able to design features while remaining within the boundaries
    68 KB (11,825 words) - 20:21, 10 April 2024
  • and procedurally generated on-demand at different level of details as the engine camera moves around the planet. Then procedural texturing and colors are
    56 KB (9,601 words) - 18:02, 27 February 2024
  • generator options. The new Interaction system has been worked on by our Engine Programmer Allen Chen, changing how interactions function. The current “Use”
    66 KB (11,458 words) - 17:47, 27 February 2024
  • languages, network engine upgrades are in progress to assist our PU friends state-side and work is being done to switch our sound engine to Wwise – this will
    50 KB (8,650 words) - 20:17, 10 April 2024
  • functionality prototype keeps expanding to include prototype ideas on how to show jump routes and celestial entities. The team is currently focused on producing
    55 KB (9,502 words) - 02:32, 21 April 2024
  • scenes in the middle of the Squadron 42. The Engine Team directed their attention on various aspects of the engine. The Entity Component Scheduler was refactored
    42 KB (6,695 words) - 23:39, 26 June 2018
  • issue of Jump Point focused on the Crusader Hercules Starlifter, game optimization, a Galactapedia entry on whiskey, and more. Two older Jump Point features
    45 KB (7,148 words) - 15:26, 21 May 2021
  • computationally efficient which means we need a more focused simulation engine one that's only concerned with what we need to achieve the desired effect
    57 KB (9,734 words) - 19:44, 20 November 2022
  • PU Monthly Report. This time, we’re detailing new AI behaviors, ongoing engine improvements, updates to Arena Commander, and more. More from this week:
    162 KB (83 words) - 14:59, 16 February 2023
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