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this post was submitted on 19 Oct 2024
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Because Crysis looked good, Chris Roberts mandated that Star Citizen would use Cryengine 3.
To make astronomically large spaces fit in the game engine from 2009, they made everything infinitesimally small.
So now due to the inaccuracy inherent in floating point calculations, instead of invisibly nudging things a few millimeters in the wrong direction, teleports people hundreds of feet out of their ships into space if they bump into a physics object, ladder, elevator, etc.
This is what happens when an ideas guy with no technical knowledge is making technical decisions.
This is not even true, they rewrote the engine to support native 64-bit precision to let them fit large spaces, they didn't just make everything small. They basically employ all the people that used to make Cryengine since Crytek went out of business, so the engine they are building is actually pretty good.
I am engine developer, but even to this day you can clearly see Cryengine 3.x issue in star citizen.
They simulate zero-g areas as a Cryengine underwater map. You routinely see stuff floating as if in water even on planets with gravity.
You can also witness strange bugs that confirm the size issue (that they made everything extremely small in a Frankenstein version of a Cryengine map); one example would be your footmarks suddenly becoming massive.
The completely fucked up physics in sc (e.g. tanks bouncing like beachballs) is also a legacy of Cryengine 3.0.
Classic, the person who doesn’t know what they’re talking about is SO sure that they know the truth. So much so they’re out here correcting people and handing out false info.
Keep living in a false reality pal. I’m sure you k or so much more than the engine dev who replied to you.
How much $$ have you wasted on star citizen lmao