I've been working on every aspect of the game, as usual. Most progress was made adding the Real-time Strategy aspects into the game, getting Havok Physics fully re-integrated into the engine, adding entities into the game's database (tanks, buildings, vehicles), I got quasi-dense grass rendering b…
Million Tree Rendering
The last few days I've been working on upgraded tree rendering system. It needs to support a few million trees per world. I use a static imposter system at far distances, a dynamic imposter system for nearer trees, and trees near the camera are rendered full 3D.
Hardware in…
The last few days I've been working on upgraded tree rendering system. It needs to support a few million trees per world. I use a static imposter system at far distances, a dynamic imposter system for nearer trees, and trees near the camera are rendered full 3D.
Hardware in…
Hey guys, I was working on my cloud system earlier today and decided to rollback to my old billboarded solution ... this is temporary until I get some more time. I have to put all my focus on the gameplay and more important parts of the visuals/engine so I can finally release "Armored Warfare".
Her…
Her…
Overview
Alrighty, where to begin...first off I removed my last two entries, I'll try to cover everything that was in those entries here. I copied those last 2 entries onto my forums if you're curious [ Click Here ].
I'm not posting these images of my technical works-in-progess for people to extrapo…
Alrighty, where to begin...first off I removed my last two entries, I'll try to cover everything that was in those entries here. I copied those last 2 entries onto my forums if you're curious [ Click Here ].
I'm not posting these images of my technical works-in-progess for people to extrapo…
Bleh, seems I'm always tired when I post these journal entries, probably because I've been up for countless hours and it's now 9:30 AM. I have to stop working on this stuff now lol.
In the last day or so I made a lot of progress on the Real Time Strategy mode in Armored Warfare...I also got the wat…
In the last day or so I made a lot of progress on the Real Time Strategy mode in Armored Warfare...I also got the wat…
Hey guys...I've been very busy lately working on a lot of things. A lot has been going on behind the scenes, most of which I can't really talk about...but long story short I've made some modifications to Armored Warfare.
Some of the bigger changes include:
- Expanding terrain to 100km x 100km real…
Some of the bigger changes include:
- Expanding terrain to 100km x 100km real…
Phew - I just uploaded a 3.2GB version of the game for some people to check out ;-) Hopefully that will go well.
I just added a ton of stuff into the game ... everything about the aerial dropships has been coded since the last update. I had to code a blurred rotor rendering system that would play …
I just added a ton of stuff into the game ... everything about the aerial dropships has been coded since the last update. I had to code a blurred rotor rendering system that would play …
Hey guys, I'm about to check out so I'll keep this quick [ been working for many hours ].
I posted a WIP image earlier of the aerial dropship based on the V22 Osprey design ... my artist finished the model. The main LOD0 comes in at 11,500 triangles with 4096^2 maps [ that's 150MB of texture data …
I posted a WIP image earlier of the aerial dropship based on the V22 Osprey design ... my artist finished the model. The main LOD0 comes in at 11,500 triangles with 4096^2 maps [ that's 150MB of texture data …
I just put some advanced shading on the new soldier/character model [ self-shadowing, indirect lighting, goggle shader, etc ]. In addition I've been working on the random map generator stuff [ fractal mountains, l-systems, erosion simulation, etc ]...so errr, ignore the flat/empty terrain in the b…
Hey guys,
First off - I FINALLY updated the homepage of Radioactive-Software, it had not been updated since late 2008 ... [grin]. I also recently (finally) snatched up radioactivesoftware.com [ no dash ] domain for less than $100 and forwarded it to my site radioactive-software.com which I've had s…
First off - I FINALLY updated the homepage of Radioactive-Software, it had not been updated since late 2008 ... [grin]. I also recently (finally) snatched up radioactivesoftware.com [ no dash ] domain for less than $100 and forwarded it to my site radioactive-software.com which I've had s…
Hey guys,
Sorry for the long break between updates. I got burnt out and took a month long hiatus around the holidays...one of the benefits of being 'self employed' I suppose. The freedom is a double edged sword for sure.
Either way I'm back on the project with a passion, over the last few weeks…
Sorry for the long break between updates. I got burnt out and took a month long hiatus around the holidays...one of the benefits of being 'self employed' I suppose. The freedom is a double edged sword for sure.
Either way I'm back on the project with a passion, over the last few weeks…
Wow, don't think I've ever worked so hard to get something finished on time, evar, in my life.
Just uploaded a new 930MB ( ~2.3GB unzipped ) version of this game for an undisclosed publisher to check out ;-) I'm nervous ... pray to the programming gods for me.
I just did 15-18 hour work days Fri, Sa…
Just uploaded a new 930MB ( ~2.3GB unzipped ) version of this game for an undisclosed publisher to check out ;-) I'm nervous ... pray to the programming gods for me.
I just did 15-18 hour work days Fri, Sa…
In prep for BETA release #2 of my vehicle combat game ( previously known as Warbots Online ) - I decided to change the name to something a bit better - just about every domain .com is taken for anything close to what I want. So I decided to go with Armored Warfare in lue of Warbots Online. I reg…
Hey guys, figured I'd post this stuff up before I get too back logged...I want to post new HD videos showing the Beach Assault gameplay, the weather, the construction cave, the walking robot, and all the new things I've added since August ... the game should be back in a showable state any time now…
HAI. I was going to hold off on this update - but I think this is so cool I have to show you right now :-o
I've been working on Inverse Kinematics, a fully-blown dynamic weather system [ rain, t-storms, clear, cloudy, overcast - more on that next update! ], I'm also finalizing the Beach Assault map…
I've been working on Inverse Kinematics, a fully-blown dynamic weather system [ rain, t-storms, clear, cloudy, overcast - more on that next update! ], I'm also finalizing the Beach Assault map…
Edited Nov.11.2009 - Added a quick aside on Artificial Intelligence: flocking, evasion, targeting, objective/order evaluation, etc. A much bigger AI update will be posted soon...just click the 'Comments' link at the end of the post...then scroll down view early code and debug screenshots. Now on …
I was browsing the forums and saw this thread about screen space global illumination (SSGI), it was written by ArKano22 ... he put it out there for anybody to implement/use so I spent a few minutes dropping it into my game.
I think it looks pretty good, it could use a blur pass maybe. Currently I d…
I think it looks pretty good, it could use a blur pass maybe. Currently I d…
Hey guys...omg two updates in a 4 day timespan. I'm trying to change my evil ways of one dev-journal update a month ;-)
I've been putting time into the most complex gameplay mode (and map) in the game, the "Beach Assault". One team is sent in on landing crafts (LCVPs) with a goal of destroying the…
I've been putting time into the most complex gameplay mode (and map) in the game, the "Beach Assault". One team is sent in on landing crafts (LCVPs) with a goal of destroying the…
Hey guys,
As usual I've been working insane hours on this game. There are so many new things I've added into the game I'll let the screenshots do the talking [with a brief description below [grin]]. If anyone has questions I'd be glad to answer them...
Note: I just took this screenshot a few minu…
As usual I've been working insane hours on this game. There are so many new things I've added into the game I'll let the screenshots do the talking [with a brief description below [grin]]. If anyone has questions I'd be glad to answer them...
Note: I just took this screenshot a few minu…
Hey guys, I'm very happy with some of the stuff I've come up with in the last week or so. As usual I'd appreciate any feedback / etc.
I've added the option for players to exit their warbots and play the game on foot with a machine gun...the catch is that the players have a communication device that…
I've added the option for players to exit their warbots and play the game on foot with a machine gun...the catch is that the players have a communication device that…
Hey guys,
I wish I had more time to type up updates...instead they turn into once-a-month-dumps of 100s of hours of work. The sad part is this is going to be a massive update, and it's only part of the work I've done since the last one [ with the first BETA release ]. By the way if you have not …
I wish I had more time to type up updates...instead they turn into once-a-month-dumps of 100s of hours of work. The sad part is this is going to be a massive update, and it's only part of the work I've done since the last one [ with the first BETA release ]. By the way if you have not …
August 12, 2009
Game's website - http://www.warbotsonline.com
BETA Installer download link ( ~650MB ) -
http://www.radioactive-software.com/warbots/WarbotsOnline_BETA_Install_081209.exe
BETA Readme.pdf download link (~1MB ) -
http://www.radioactive-software.com/warbots/WarbotsOnlineReadme.pdf
F.A.Q. (Qu…
Game's website - http://www.warbotsonline.com
BETA Installer download link ( ~650MB ) -
http://www.radioactive-software.com/warbots/WarbotsOnline_BETA_Install_081209.exe
BETA Readme.pdf download link (~1MB ) -
http://www.radioactive-software.com/warbots/WarbotsOnlineReadme.pdf
F.A.Q. (Qu…
Hey guys,
Yea I know it's been a while since the last update...I'm like the drunken delinquent game developing uncle you never had :-o. In spite of the lack of updates to the developer journal, and my website, and my forums, aaaand...yea...work has been progressing at an unprecedented rate for me.…
Yea I know it's been a while since the last update...I'm like the drunken delinquent game developing uncle you never had :-o. In spite of the lack of updates to the developer journal, and my website, and my forums, aaaand...yea...work has been progressing at an unprecedented rate for me.…
Hey guys, sorry for the lack of updates. It's not because I've not been working - I've just been very busy on Warbots and Urban Empires.
Warbots is currently being pitched, I just sent out a new build last night..hopefully I can find an interested publisher soon and move on with that project.
One of…
Warbots is currently being pitched, I just sent out a new build last night..hopefully I can find an interested publisher soon and move on with that project.
One of…
Shield Defense / Command point Gameplay
Lately I've been working on the main gameplay mode that will be in the game. I'm calling it 'Shield Defense' for now.
You basically fight for control over 5 command points on the map, each command point has an active intercontinental ballistic missile (ICBM) …
Lately I've been working on the main gameplay mode that will be in the game. I'm calling it 'Shield Defense' for now.
You basically fight for control over 5 command points on the map, each command point has an active intercontinental ballistic missile (ICBM) …
Hey guys,
I've got a quick update with a composite image of some new screens of the game.
In addition to the usual stuff/improvements/WIP items, I'm working on a Vehicle Studio / Spray paint shop, where you can plaster unlimited decals all over your vehicle to give a unique look in the multipla…
I've got a quick update with a composite image of some new screens of the game.
In addition to the usual stuff/improvements/WIP items, I'm working on a Vehicle Studio / Spray paint shop, where you can plaster unlimited decals all over your vehicle to give a unique look in the multipla…
Hey guys,
I've been working on this vehicle combat game Warbots Online for about 6 months now, and I can see the light :-D. I'm going for a sort of 'counter-strike but with vehicles' feel for the game. It supports up to 64 players per multiplayer server. I have 2-4 items left on my todo-list, e…
I've been working on this vehicle combat game Warbots Online for about 6 months now, and I can see the light :-D. I'm going for a sort of 'counter-strike but with vehicles' feel for the game. It supports up to 64 players per multiplayer server. I have 2-4 items left on my todo-list, e…
Hey guys...a reaaally quick update in addition to the one last night...I just 'finished' the scene for the main menu, I was just going to go with a spotlight and a black background...but I think a dark skydome looks much better.
The scene uses the exact models / shaders / render path that the 'act…
The scene uses the exact models / shaders / render path that the 'act…
A quick break from the Havok Physics updates, I've made a LOT of progress in terms of tuning the vehicles, and I'll have Part 4 of the Havok Physics Implementation ready in a few days. Let's just say I'm leaving games of CS:S just to drive around on the different terrains, and tweak the vehicle ph…
In the first entry I showed the Havok visual debugger, which is one of the coolest tools I've used before. In the second I showed the integration of rigid bodies on the large 512x512 heightfields, and into my game. Last night I finished the Untuned vehicles...what this means is that the integrati…
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