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    831 bytes (150 words) - 19:44, 14 April 2023
  • acquired 1,170 shares in CI UK Ltd.. Cloud Imperium Games acquired Turbulent in July 2023. CIG merger with Turbulent brings the headcount to 1110 at the time
    16 KB (1,598 words) - 02:19, 15 March 2024
  • Stanton. Spectrum Dispatch - Comm-Link Loremakers: Community Questions (July 6, 2021 edition). Spectrum Dispatch - Comm-Link. Retrieved 2021-07-21 CitizenCon
    12 KB (1,121 words) - 03:58, 1 November 2023
  • delayed to Alpha 3.1.0. Zone System in the Retaliator Multi-Crew setup in July 2015 Zone System is a spatial partitioning system that divides all objects
    22 KB (2,179 words) - 06:25, 24 March 2024
  • Galactapedia: Shubin Interstellar. Galactapedia. Retrieved 2023-04-28 Mining Rocks: July 2952. Spectrum Dispatch - Comm-Link. Retrieved 2023-04-28 Galactapedia: Project
    87 KB (1,638 words) - 15:41, 12 March 2024
  • original source for this specific Comm-Link can be found at  Monthly Report: July 2016. Transmission - Comm-Link Greetings Citizens. We’re officially in the
    44 KB (7,348 words) - 19:23, 5 March 2024
  • specific Comm-Link can be found at  Monthly Report: July 2014. Transmission - Comm-Link Greetings Citizens, July was a big month for Star Citizen! The long battle
    29 KB (5,005 words) - 02:15, 24 September 2023
  • much more. The month of July was a wild ride for the PU Engineering Team, starting with the resonating bang of the Fourth of July celebrations! The team
    75 KB (13,074 words) - 19:26, 5 March 2024
  • 2014. Transmission - Comm-Link Greetings Citizens, It’s hard to believe it’s July already! Here’s our monthly report on what all three Cloud Imperium Games
    26 KB (4,208 words) - 10:41, 10 August 2023
  • achieved a nice blending between the two in our design given some of the core concepts behind the UI. One of which for example, is the extensive use of
    22 KB (3,808 words) - 00:40, 23 April 2024
  • represents our first crack at a PU mission giver. We captured the actor during the July shoot and it was incredible to see the subtlety of the performance translate
    29 KB (4,710 words) - 02:03, 1 June 2023
  • of work on the Drake Caterpillar continuing through the month of June into July. Elwin Bachiller and Daniel Kamentsky have completed the interior, working
    68 KB (11,825 words) - 20:21, 10 April 2024
  • create more complex materials with minimal draw calls. Texture library and core shader functionality are mostly done, now working on the base material library
    70 KB (12,196 words) - 18:05, 27 February 2024
  • original source for this specific Comm-Link can be found at  Mining Rocks - July 2948. Spectrum Dispatch - Comm-Link Shubin Interstellar Employee Newsletter
    7 KB (1,058 words) - 18:14, 19 February 2021
  • builds that will allow us to capture more robust crash core dumps for our engineers. These core dumps will provide much more information for an engineer
    37 KB (6,054 words) - 00:37, 28 April 2024
  • ground on mission development, too, and putting finishing touches on some core systems. And we’ve updated the ship specs – not once, but twice – this month
    25 KB (4,004 words) - 05:30, 19 March 2020
  • multiplayer and Arena Commander V1 game modes. We’ve developed the “Capture the Core” mode from the ground up and it will be getting some final polish in the
    33 KB (5,470 words) - 00:41, 23 April 2024
  • believe it boils down to performing good risk assessment, outlining a clear core competency or some other trendy business term. While those elements are important
    5 KB (891 words) - 20:58, 19 February 2021
  • engineering team is making progress on Object Container streaming by changing core engine code to radically increase the amount of content we can put in the
    35 KB (5,787 words) - 02:32, 21 April 2024
  • Persistent Universe. We have made substantial progress on several of the core technologies critical to the Persistent Universe. Brian Mazza continues his
    49 KB (8,205 words) - 21:31, 27 April 2024
  • is an especially large project, that we are aiming to have the core phase done by July 14th. To that end, one of the engineers in the Frankfurt studio
    71 KB (12,145 words) - 19:25, 5 March 2024
  • machine to serve as the ultimate light switch. Now that implementation of the core state-switching functionality is complete, the next step is to start using
    46 KB (7,408 words) - 19:28, 5 March 2024
  • addition, the LA Engineering team spent January making real progress towards the core systems that will allow us to have solar system sized maps and all the complicated
    40 KB (6,699 words) - 20:21, 27 April 2024
  • Persistence right now, and will be for a while longer, but there are several core backend systems that need to be developed this year in order to make significant
    66 KB (11,458 words) - 17:47, 27 February 2024
  • solidly over the next couple of months. This should free us up to make the core assets sound much better, and tie them into the game more effectively. It’s
    51 KB (8,743 words) - 20:20, 27 April 2024
  • on an enemy who is flying directly at the molten core on Dying Star because the of the heat from the core blinding the heat sensors on your ship and missiles
    55 KB (9,581 words) - 22:00, 27 April 2024
  • puzzle from our point of view. The rest of the team are now focusing on our core low-tech prop set in preparation for all the new environments coming in 2016
    56 KB (9,601 words) - 18:02, 27 February 2024
  • effort to get it ready for release. This is the most massive change to our core technology we’ve had since the debut of the Large World tech, and with that
    68 KB (11,923 words) - 20:23, 27 April 2024
  • give feedback on this). We will also look to increase QA in Frankfurt for core engine and tech testing. QA in Austin will focus on Live release support
    78 KB (13,338 words) - 21:30, 27 April 2024
  • is really important). We also worked to clean up a lot of the large world core types to get ready for the future elements in the game. We are digging further
    83 KB (14,224 words) - 21:59, 27 April 2024
  • can be assumed to be like a regular game loop from the single core CPU times. The other cores are then used during a frame to help the Main Thread. If for
    63 KB (10,930 words) - 11:52, 18 April 2024
  • scalability. We held a successful Network Summit here in Austin. We flew in many core members from across the globe to begin our next phase of planning for new
    55 KB (9,502 words) - 02:32, 21 April 2024
  • and Squadron 42 levels starting to get fleshed out, the need for lots of core AI features has been increasing. So we’ve been working closely with the other
    50 KB (8,650 words) - 20:17, 10 April 2024
  • We’ll hopefully have some images to share of the new work next month. The core engine team focused on various areas of code to improve. First we continued
    76 KB (12,754 words) - 02:34, 21 April 2024
  • so now it’s on to building out the rest of the pipeline and rebuilding the core functionality of the launcher patcher. Because this is such a large re-write
    67 KB (11,551 words) - 20:19, 27 April 2024
  • process has been an intricate one as it touches many facets of the games core mechanics including some new up and coming features. Coordination between
    63 KB (10,901 words) - 20:19, 10 April 2024
  • and so there’s now a few bigger improvements in the works from the game and core-tech teams that will greatly improve the performance in later releases but
    64 KB (10,980 words) - 21:26, 27 April 2024
  • this family run lab will help process, analyze, and categories scans and core samples pulled from asteroids, moons, and planets across that sector to rate
    8 KB (1,284 words) - 15:19, 10 May 2021
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