- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
As you might have noticed in the previous Intelligence Bulletins Reto.Mato has been hard at work expanding our character pipeline and building new parachutes. Here is a bit more information on how this process works. Enjoy! – Reto.Robotron3000
When creating the uniforms for the characters, we start out using a cloth simulation program to create the base uniforms cloth pieces draped over a body model. This creates realistic looking folds and wrinkles on the uniforms. We decided to make a parachute bag with it’s intricate straps and the open parachute canopy itself in this cloth simulation program. We wanted to see if we could benefit from the simulated forces from the pulling of straps, ropes and the effects of wind and gravity. The simulation for the bag and the straps is made on top of the German paratrooper uniform for a perfect match.
As some of you already noticed, we got some new servers up in Australia and Japan, with two more in Texas and Brazil on the way.
We do our best to keep an eye on where servers are needed and put servers there. If you feel that we missed a spot, please let us know in the forum.
As part of our effort to pull back the curtains and show what happens behind the scenes I have asked Reto.Injection to explain a bit about what he is currently working on. And as you might have noticed in the last few Intelligence Bulletins, he is working on a new and much improved resource system.
The resource system handles resources – resources? I hear you ask! Yes! Resources. Resources are everything the game loads into the engine; characters, weapons, textures, vehicles, materials and so on. – Reto.Robotron3000
‘Tiny’ is the name of the sheep.
No, but seriously. It is not often that the backend tyrannosaur feels tiny, insignificant and overwhelmed by the scale of things. Usually it’s the rest of the world bowing before the unstoppable, world shaking, hamburger powered, sex machine might of the tyrannosaur.
But it does happen.
Parts of developing a game like Heroes & Generals is making sure everything around the game runs as smoothly as possible as well, so today I cornered Reto.HansG or a quick look at how that part of the operation works. – Reto.Robotron3000
Today I will tell you about the backend design of the homepage system on heroesandgenerals.com.
I am currently working on updating our weather/light settings and will include these in the upcoming build “Felber”.
I am trying to get all parameters going, with among others – properly working “tone mapping” (adjusting light/darkness to simulate pupil expansion/contraction), so you should be able to adjust and see properly both inside dark rooms and outside in sunshine.
I’m currently working on getting OpenCL into our Retox engine – not the easiest task, since we need to be sure the you are able to run it even if you don’t have OpenCL installed.
But wait a minute, what is OpenCL? OpenCL is short for ‘Open Compute Language’, so it’s a language that can be compiled for a CPU, GPU, CELL or special extension unit at runtime. It will for instance make it possible for us to utilize the OpenCL for repacking textures from jpeg2000 to block compressed textures.
When you download the data-packages for Heroes & Generals, you download all textures in a compressed jpeg2000 format (in order to reduce the download size), but your graphics card needs the textures in another format (with a larger file size per texture). So we need to repack the textures from jpeg2000 to block compressed textures as a part of the installation process.