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Powercables created with ICE

I’ve finally created an ICE compound that will make it way easier to setup the powercables in the background. The compound takes 2 attach points (nulls or any other geometry) and a cylinder. The cylinder is then stretched between the points and bent. Simple stuff but the ‘old’ way of setting this up with spline extrusions was just too slow and cumbersome.

The Compound works well with the master-system/XSI-deltas so only one ‘base’ wire is needed for the entire game :-)

Connected capture points in action game

The assault mission has been extended with more capture points. The capture points are linked, forcing the attackers or defenders to capture them in sequence. The church and police station represents ownership of the town. If these to points are held for 2 minutes the town changes ownership, and this is reflected in real time in the strategy game. Holding down the ‘tab’ key (show score board) will also display an overlay of strategic information based on which team you are on and what your teams objective is. Blue lines represents assets owned by your team, red lines for the enemy’s and yellow line for viable targets. Looking forward to trying it out in the next game session :)

Automated realtime LOD generation

I’m currently experimenting with an automated realtime LOD (Level of Detail) generation. Normally in games the level builders will create a simpler version of the objects used in the game to be shown when far away. This is needed to keep a high framerate as the number of objects that are visible increases with the viewing distance, and the number of objects and their complexity directly impacts the performance of the rendering.

As we plan to have destruction and fires built into the game, we require a system that can capture the result of these modifications to the world instead of having the level builders doing a predefined set of objects, hence the automated realtime LOD system that I’m currently working on.

Here are some very early first screenshots showing a technique called volume slicing where the model is projected onto a set of billboards that is then drawn instead of the objects themselves. The nice thing about this technique is that it doesn’t require any expensive analysis of the objects. The bad thing is the cracks that is obvious when viewing the model from angles that are not orthogonal onto the billboards. I’m currently considering to combine this with relief mapping to reduce the cracking.

Here are a few links to papers that deals with automated LOD generation

http://www.antisphere.com/Research/VolumetricBillboards.php

http://graphics.cs.yale.edu/julie/pubs/bc03.pdf

http://www.cs.auckland.ac.nz/~novins/Publications/Huang04.pdf

New artwork section

Mobile version of the forums online

Pointing your mobile’s browser to our forums should now shows a version that is optimized for mobile browsers.

If you find any bugs or weirdnesses or have fantastic suggestions to make it better, please let me know.

Mobile version of the site online

A simplified version of the site is now available for mobile users. It should work on all mobile browsers, but has only been tested on iPhone and Android so far.

If you want to take a look at it without digging out your mobile, you can press the “Switch to our mobile site” link in the lower part of the right sidebar. In the bottom of the mobile site there is a link to switch back to the full version again (this can also be used if you want to watch the full version on your mobile).

Displacement mapping integrated into XSI

By using the new features of the DX11 tessellation shader path, we now have displacement mapping integrated through the XSI node graph based material system.

Weapon Balancing

Post your thoughts and wishes regarding the balance of weapons currently in the game

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http://comms.heroesandgenerals.com/forum/viewtopic.php?f=15&t=21

Updated to link to new forum.

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