Перейти к содержимому

All new updates of Warborn Rise of an Empire is here !! 🥶

ARMADA-RTS

0:00 / 0:00

All new updates of Warborn Rise of an Empire is here !! 🥶

183 просмотра · 2 месяца назад
ARMADA-RTS
1,18 тыс. подписчиков
183 просмотра · 2 месяца назад
All new updates of Warborn Rise of an Empire is here !! 🥶 --- *UPDATE and Getting back to main thing (part 2)* *High performance environment rendering pipeline.* This is one of our biggest accomplishments here. Regardless how big the map is - it will always consume the same tiny amount of resources (CPU/GPU/RAM). The trick is - there is no physical map. The terrain and objects on it render on demand based on where you look at. This process happens in milliseconds so you don't even see any loading or lagging. *Procedural Terrain Engine.* It takes just one heightmap texture and does all the magic, applies high frequency filters, calculated heights and displacements - you instantly see natural looking terrain. Manual terrain tools include raising/lowering heights, smoothing or eroding. *Smart Material.* System calculates all height gradients and knows where to apply cliff material, raw ground or cover material (like grass or snow) *Water Generator.* It does what the name suggests - adds water to the map based on height data and water level. Creates not only unpassable water bodies but also shallow water where you can move with troops but receive speed penalties. *Biome Manager.* We created a lot more variance to environment by introducing 6 biomes: cold - glacier & tundra; tempered - marsh & plains; hot - steppe & desert. Every biome has its set on materials whether it is grass, sand or snow. Smart material adapt on the fly as well. We introduce natural & logical generation of biome distributions done just by one click. You can choose a region preset (like Scandinavia or Mediterranean) and click regenerate biomes. You also can paint biomes manually if you want a specific look. This set of function is not complete, but a good progress already has been made. We also discussed and developed our approach to weather system and how to make it truly play important role in gameplay. We will get back to the topic of weather when we actually start implementing it after alpha.