All aboard the Hype Train!!
Welcome back to this months blog! Now that E3 is over and done for, we can have a break from the hype train! There have been many little bugs vanquished this month. The programming has focused on fixes covering the following areas:
- RSS is working again
- Thread pool causing the game lock up on quit
- Performance - level of detail for terrain and shaders
- Backend scripts - an on going saga
- mod.io integration for mods
Mapping on the frontierOn the mapping front, we decided we should take the plunge and work on a new giant sized map. Our decision for this was to push the engine and tools to the limit of what we want to be able to do in the game. And from there we can easily scale down the map, test the tool pipeline, and test for areas that need performance improvement.
What did we find?! Well, we found a few issues. First our new terrain pipline is working very smooth and is much quicker. Next we found performance lacking, so have started implementing a LOD (Level of Detail) system for the terrain rendering.
And finally, we found the tools for placing cities and resources on the map was labor and time intensive. So this month has been mostly dedicated to fixing this area with new tools. This will also help out mod developers and those of you who want to tweak values in the maps.
Some other Art changes:
- Level up and down effects
- New city assets
- Map pipeline/tooling changes
- New foliage assets
|New terrain and water|
|Old terrain for comparison|