- MEDIA ˇ
- GAME ˇ
- DEVELOPMENT ˇ
Happy New Year everybody!
Late at night, when everybody is sleeping – Reto.Hal9k climbs into his programming hideout and with only a single candle lit, he writes new render features that hopefully makes their way into the game one day. This time he has been working on weather effects – and in this case: SNOW! – Reto.Robotron3000
In the coming Newgarden build, we will change the way the game renders graphics when the “low” quality setting is selected. The picture below pretty much sums it up, but read on for the details!
As was mentioned already in the last few blog posts, a lot of the work that we have been putting into the upcoming Manstein build of Heroes & Generals is aimed at improving performance. One of these improvements is asset streaming.
Lock & Load
In all the previous builds, the game would load all of its assets (geometry, textures, sounds, etc), every single time you launched a FPS match, using up a large amount of memory, preventing some of the lower-end graphics processors from running the game at all. Starting with the Manstein build, textures will be loaded on the fly (i.e. streamed), as they become needed.
One of the things we need to do when creating buildings and other props for the game is to build LOD (Level Of Detail) models. LOD Models are low-resolution models that are used when you are looking at something far away. If you imagine a door with hinges, keyhole, door handle etc. When you are 50 meters away you cannot really see any of these, so there are no reasons for the computer to spend CPU and GPU power drawing them.
Continue reading to see how we got there :-)
To penetrate and dissipate these (ingame) clouds of darkness, the general mind must be strengthened by education. – Thomas Jefferson
This time I’ll write a bit about our upcoming real-time volumetric cloud system. Unless something goes horribly wrong and the sky is falling down the new clouds should make an appearance in the Jefferson build.
About a year ago I wrote the code and shaders for the current cloud system, that uses sprites to render the clouds seen in the action game. At that point I was already pursuing various options for rendering clouds in a different way, that I wasn’t satisfied with the quality and performance I could achieve using sprites, but due to lack of time I had to let go of the research and use the sprite system.
I would just love to see a thick black and grey smoke slowly sweeping throughout the battlefield and to see smoke and dust linger for several seconds after various explosions and impacts – however…
this will destroy the performance and the frame-rate will drop through the floor, making everybody curse at me and scream and yell and shake their fists in my general direction! SO…
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.