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Реклама | Adv

Developers posts on forum

In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com

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Aodheus
Playspan hacké ! World of tanks potentielle victime ?!
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12.10.2012 13:48:30
 
Subject: Playspan hacké ! World of tanks potentielle victime ?!
Link on message: #2972529

View PostMarmotWarrior, on 12 October 2012 - 11:43 AM, said: Ca fait longtemps que je n'ai pas acheté de golds, donc ce n'est plus très frais : en cas de paiement par Paypal, on n'est en aucun cas lié avec Playspan (je me souviens pas avoir créer de compte chez eux...) ?

Aodheus: Non, Paypal est un service complètement différent de Playspan. D'ailleurs si c'était Paypal qui venait à être victime d'une attaque, je pense que l'on en entrendrait beaucoup plus parler, étant donné la popularité de celui-ci et le nombre de sites de commerce qui utilisent leur système de paiement en ligne.


Aodheus
Un coup d’œil à la version 8.1 : des Britanniques, et bien plus !
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12.10.2012 13:40:23
 
Subject: Un coup d’œil à la version 8.1 : des Britanniques, et bien plus !
Link on message: #2972454

View PostLackerli, on 11 October 2012 - 09:49 PM, said: Mm, need places garages moitiés prix bientôt.

Aodheus: Il me semble avoir lu des places de garages à 50% quelque part... Gardez un œil sur les annonces à venir. :)


supercharge
V08.0 stuck on Erlenburg micro rock
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12.10.2012 13:26:15
 
Subject: V08.0 stuck on Erlenburg micro rock
Link on message: #2972332

supercharge: yes, in such case you should send a ticket to support.


OldFox
Новый форумный конкурс "Хочу песню!"
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12.10.2012 12:43:37
 
Subject: Новый форумный конкурс "Хочу песню!"
Link on message: #2971971

OldFox: Ждем песню про небеса!


Aodheus
Playspan hacké ! World of tanks potentielle victime ?!
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11.10.2012 23:11:47
 
Subject: Playspan hacké ! World of tanks potentielle victime ?!
Link on message: #2969062

View PostKuroNyra, on 11 October 2012 - 08:59 PM, said: Donc on ne court aucun risque?

Aodheus: Un monde où le risque zéro est malheureusement assez utopique comme idée, mais en ce qui concerne ce sujet, si vous possédez un compte playspan, il est possible que celui-ci soit compromis. En ce qui concerne World of Tanks, les chances que vous possédiez un compte Playspan, dont les informations auraient été obtenues, par une personne malintentionnée, qui parviendrait ensuite à accéder à votre compte World of Tanks, avec les mêmes identifiants de connexion que votre compte Playspan, restent relativement faibles.
Mais dans un soucis de sûreté, et de manière générale, vérifiez à ce que vos identifiants de connexion ne soient jamais les mêmes d'un site/jeu/service à un autre.


Aodheus
Playspan hacké ! World of tanks potentielle victime ?!
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11.10.2012 22:53:24
 
Subject: Playspan hacké ! World of tanks potentielle victime ?!
Link on message: #2968926

View PostFedcom, on 11 October 2012 - 08:51 PM, said: Ben d'après JoL, WG délègue a playspan les opération par CB :

Aodheus: En réalité il s'agit du service PlaySpan Marketplace qui a été touché par l'attaque, un service différent de VISA PlaySpan proposé sur notre site comme moyen de paiement. Donc oui il est possible que des informations comme votre adresse e-mail ou mot de passe aient été accessibles, mais vos informations bancaires, elles, sont intactes. Le système de paiement propre à Wargaming n'as pas été atteint par cette attaque.


Aodheus
Un coup d’œil à la version 8.1 : des Britanniques, et bien plus !
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11.10.2012 21:03:20
 
Subject: Un coup d’œil à la version 8.1 : des Britanniques, et bien plus !
Link on message: #2968043

View Postdagann, on 11 October 2012 - 06:35 PM, said: Une idée de la date d'ouverture du serveur test ?

Aodheus: Une idée oui, mais je ne peux malheureusement pas vous l'annoncer tant que ce n'est pas confirmé. Vous aurez probablement plus d'informations demain dans la journée.


Aodheus
Un coup d’œil à la version 8.1 : des Britanniques, et bien plus !
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11.10.2012 20:28:12
 
Subject: Un coup d’œil à la version 8.1 : des Britanniques, et bien plus !
Link on message: #2967721

View PostInterfctorm, on 11 October 2012 - 06:17 PM, said: Est ce que vous avez aussi fait remonter le fait qu'on aimerai bien pouvoir choisir entre le disign horizontale et verticale de l'arbre de recherche ? car il n'y a rien dans le patch note (même si le nouveau n'avais pas été annoncé).

Aodheus: Les retours sur le nouvel arbre de recherche ont été remontés en effet, mais vu le temps relativement court entre la 8.0 et la 8.1 qui pointe son nez, il est normal qu'aucun changements ne soit encore prévu pour l'instant.


supercharge
General discussion
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11.10.2012 17:11:17
 
Subject: General discussion
Link on message: #2965805

supercharge: Dear players,

This is general discussion only.

Cheers,
Supercharge


supercharge
Hispanic Day Special
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11.10.2012 16:15:33
 
Subject: Hispanic Day Special
Link on message: #2965237

supercharge: For those who can't access the news page:

Starting on Friday October 12th at 07:30 AM (05:30 GMT) and until Saturday October 13th at 07:00 AM (05:00 GMT) you’ll be able to benefit from the following specials:

50% Credits discount on the following tanks:

Medium Tank Tier III M2 Medium Tank
Medium Tank Tier IV M3 Lee
Medium Tank Tier V M4 Sherman
Heavy Tank Tier V T1 Heavy


50% higher credits income on the following tanks:

Heavy Tank Tier VI M6
Medium Tank Tier VI M4A3E2
Medium Tank Tier VI M4A3E8 Sherman

Enjoy a discount on premium account time as well:

3 days for 250 gold
7 days for 650 gold


supercharge
World of Tanks 8.1 Update
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11.10.2012 15:54:55
 
Subject: World of Tanks 8.1 Update
Link on message: #2965044

supercharge: Hi All,

Final list of changes between 8.1 and 8.0 can be found below. Please, take in count that date of 8.1 update release is still to be released. Stay tuned and follow the news!

Content:
                    
• Added base British Tech Tree: medium tanks branch with FV4202 as Tier 10 and heavy tanks with FV215 as Tier 10 tank.
• Following Premium vehicles were added to in-game store: Tier 7 Soviet TD SU-122-44, Tier 7 German MT Panther M-10, Tier 6 German MT Pz IV Schmalturm
• Following maps were reworked and optimized for new render graphics: ‘Province’, ‘El-Halluf’, ‘Dragon Ridge’, ‘Abbey’
• ‘Dragon Ridge’ map re-introduced to random battles
• ‘Prohorovka’ Assault map removed
• In​sc​ri​ptions on USSR tanks were reworked for better visibility and entertaining.
• In​sc​ri​ptions of all nations were reworked to be readable from a distance.


Game Mechanics:
                    
• Added possibility to purchase premium rounds using credits in addition to the current gold variant (prices are based on 1 gold = 400 credits exchange rates) Read more here.
• ‘Insufficient credits’ status added to the module hint
• Added possibility for a platoon creator to exclude game modes for the platoon – this means that platoon will enter only game modes, which are selected in platoon creator options
• For majority of tanks systemized and readjusted speed of tank burning (minor corrections)
• Added Object 263 to the de​sc​ri​ption of the ‘Lion of Sinai’ achievement

Technical Optimization:
                    
• Some objects on several maps were optimized for new render
• Optimized drawing speed of some small objects
• Fixed incorrect brightness of effects (too dark or too light) on some maps.
• Fixed the productivity slump for several hardware configurations

Fixes:
                    
• Fixed rare issue, which caused player be balanced into game modes he previously excluded
• Fixed a wrong possibility rate to be balanced in a game mode, if one of game modes is excluded (for example, this caused player be balanced to often to ‘Encouter’ game, if ‘Assault’ if excluded)
• Fixed the bug, which caused throwing tank out after it drove inside a bunker
• Fixed the errors in placing of objects and lighting on maps ‘Ruinberg’, ‘Widepark’, ‘El-Halluf’, ‘Airfield’ and ‘Himmelsdorf’
• Removed tank ‘shadow’ from the hangar for cases, when the vehicle is still in baltte
• Removed gap between tank and surface in standard hangar
• Fixed mistakes in models of following vehicles: Pz IV Schmalturm, SU-122-54, Superpershing, VK 3002 DB, VK 3001(H)
• Fixed mistakes in display of camouflage patters on SU-100-M1
• Fixed incorrect display of emblems and in​sc​ri​ptions on following vehicles: AMX 13F3AM, D2, SU-122-54, MkVII Tetrarch, VK3601H, Т110Е5, AMX 50 120.
• Fixed the display of SPG schematics in status window during the battle (previously tanks were displayed instead of SPG
• Fixed the display of SU-122-54 turret armoring
• Fixed the slop angle of lower armoring plate of IS-7 (changed to historical)
• Fixed the slop angle of lower armoring plate of IS-3 (changed to historical). Fixed armoring of tank’s bottom
• Fixed poor visibility of the projectile when firing in the sniper mode.
• Fixed rare "freeze" of the game at start of battle.
• Fixed rare "freeze" of the game when exiting to hangar.
• Fixed severe FPS drop, which happened 2-3 seconds after entering Sniper
• Fixed water display artifacts with enabled antialiasing
• Fixed the incorrect re-initialization of dynamic shadows after switching over to the game using Alt+Tab
• Fixed the display of grass in Sniper Mode with this option disabled
• Fixed rare incorrect interaction between water and fog
• Fixed many small interface errors of after battle statistics window
• Fixed error of replaying the base capture sound during replay pause.
• Fixed the rare error with stop of replay reproduction after rewinding.
• Chat messages returned to replays
• Fixed battle replay is not ending when the battle is over.
• Fixed inability to resume battle recording after turning it on/off
• Fixed the incorrect work of minimap in Clan Wars battles (with Fog of War enabled)
• Fixed the impossibility to reconnect to Clan Wars battle, if replays are enabled
• Fixed the memory leak upon radial menu opening
• Fixed the update of tank icons in nation tree in research menu
• Fixed the incorrect status for researched modules on vehicles that has not been yet researched
• Fixed the intersection of ammorack blow-up icon with damage numbers
• Fixed the incorrect sound for hitting the stone surface
• Fixed the call of battle menu only after second pressing of ‘Esc’ button
• Fixed rare bug with unavailability of mouse cursor in battle menu window
• Fixed some small errors in ‘Exterior’ menu window
• Fixed some grammar errors in German in​sc​ri​ptions
• Fixed the receive of a daily suspension, if account was online for more than 25 hours
• Removed possibility to retrain crew to ‘Observer’ tank
• Fixed incorrect display of penetration mark after ricochet
• Fixed the impossibility to make a screenshot with active battle chat
• Fixed the display of 3 types of shells in Hangar for tanks, which have only 2 types of ammunition
• Upon entering XP exchange window on elite vehicle, which has not all modules researched (due to addition/change of vehicles within update), exchange XP unchecked for it, but vehicle will still be in the list
• Fixed emblem: added Myanmar flag, corrected de​sc​ri​ption for Taiwan flag
• Clarified terms for receiving the award "Sentinel."
• Fixed hanging up of the camera when giving a command in the Radial Menu.
• Fixed the missing skill training percentage when choosing a crew member


LiannaSilverwind
REVOLUTION AGAINST WARGAMING
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11.10.2012 08:22:31
 
Subject: REVOLUTION AGAINST WARGAMING
Link on message: #2961852

LiannaSilverwind: Viva Revolution! What is your program, comrade? Do you leave us here while playing LoL? :Smile_popcorn1:


supercharge
Maps
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10.10.2012 21:24:32
 
Subject: Maps
Link on message: #2959388

supercharge: Dear players,
Please use this topic to discuss World of Tanks maps - Province, El Halluf, Dragon’s Ridge, Abbey.
Cheers,
Supercharge


supercharge
British tanks - Tier X
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10.10.2012 21:12:43
 
Subject: British tanks - Tier X
Link on message: #2959259

supercharge: Dear players,


Please use this topic to discuss new Tier X British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier IX
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10.10.2012 21:12:06
 
Subject: British tanks - Tier IX
Link on message: #2959254

supercharge: Dear players,


Please use this topic to discuss new Tier IX British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier VIII
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10.10.2012 21:11:29
 
Subject: British tanks - Tier VIII
Link on message: #2959246

supercharge: Dear players,


Please use this topic to discuss new Tier VIII British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier VII
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10.10.2012 21:10:53
 
Subject: British tanks - Tier VII
Link on message: #2959239

supercharge: Dear players,


Please use this topic to discuss new Tier VII British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier VI
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10.10.2012 21:10:22
 
Subject: British tanks - Tier VI
Link on message: #2959236

supercharge: Dear players,
Please use this topic to discuss new Tier VI British Tanks.
Cheers,
Supercharge


supercharge
British tanks - Tier V
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10.10.2012 21:09:46
 
Subject: British tanks - Tier V
Link on message: #2959231

supercharge: Dear players,


Please use this topic to discuss new Tier V British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier IV
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10.10.2012 21:09:04
 
Subject: British tanks - Tier IV
Link on message: #2959224

supercharge: Dear players,


Please use this topic to discuss new Tier IV British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier III
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10.10.2012 21:08:07
 
Subject: British tanks - Tier III
Link on message: #2959218

supercharge: Dear players,


Please use this topic to discuss new Tier III British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier II
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10.10.2012 21:07:12
 
Subject: British tanks - Tier II
Link on message: #2959202

supercharge: Dear players,


Please use this topic to discuss new Tier II British Tanks.

Cheers,
Supercharge


supercharge
British tanks - Tier I
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10.10.2012 21:06:26
 
Subject: British tanks - Tier I
Link on message: #2959194

supercharge: Dear players,

Please use this topic to discuss new Tier I British Tanks.

Cheers,
Supercharge


supercharge
New Premium vehicles
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10.10.2012 20:53:41
 
Subject: New Premium vehicles
Link on message: #2959080

supercharge: Dear players,

Please use this topic to discuss new Premium vehicles!

Cheers,
Supercharge


OldFox
Tuvākie turnīri
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10.10.2012 20:31:04
 
Subject: Tuvākie turnīri
Link on message: #2958818

View Postmierigais, on 09 October 2012 - 08:44 PM, said: vīri! ir jautājums - ļoti gribētos redzēt kaujas no Baltijas Līgas. kur var redzēt kādu nebūt video pilnā apjomā? par translāciju iespējams var nedomāt, bet apskatīt kas un kā ir veicies būtum diktām interesanti!

OldFox: Mekle BL portala


supercharge
Clan Wars Updates
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10.10.2012 17:37:07
 
Subject: Clan Wars Updates
Link on message: #2957127

supercharge: Tankers!
Clan Wars will be back on Friday, October 12. We apologize for the inconvenience.
I will keep you updated about the specific time.
Cheers,
Supercharge


supercharge
clan
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10.10.2012 17:36:42
 
Subject: clan
Link on message: #2957124

supercharge: Tankers!

Clan Wars will be back on Friday, October 12. We apologize for the inconvenience.
I will keep you updated about the specific time.

Cheers,
Supercharge


Mr_Kubrick
Hunt the Golden Joystick Contest
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10.10.2012 13:41:29
 
Subject: Hunt the Golden Joystick Contest
Link on message: #2955340

View PostBigAustin, on 09 October 2012 - 10:25 PM, said: I played in a game last week, and was lucky enough to protect our little golden friends till the end :)
but I am still waiting for my 200 gold too :(

Mr_Kubrick: Checked. The award is coming :Smile_honoring:


Moneo
Guess What and Last Week’s Winners
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09.10.2012 19:57:44
 
Subject: Guess What and Last Week’s Winners
Link on message: #2951159

View PostSocateKun, on 08 October 2012 - 04:24 PM, said: A higher resolution picture would be nice.

Moneo: I completely agree, in future we will present the Guess What pictures in the quality which reflects the in-game graphic. I will check who made this picture and ask the team member please not to use his commodore 64 anymore to take screenshots. ;)
Thanks for the heads up.


Berbo
Object 268
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09.10.2012 14:25:06
 
Subject: Object 268
Link on message: #2948480

Berbo: Pinned :)


Berbo
F tuşları yazımı?
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08.10.2012 16:21:40
 
Subject: F tuşları yazımı?
Link on message: #2942011

View PostxxAlpkingxx, on 06 October 2012 - 07:13 PM, said: i dont know english good what is f keys (F1,F2...) use. (an example: im attackin' E 50 or support fire)

Berbo: For discussion in Turkish please use this forum http://forum.worldof...-tuerkce-forum/
Lock


Overlord
How We Do Stuff: Building a Bigger Better World
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08.10.2012 01:48:09
 
Subject: How We Do Stuff: Building a Bigger Better World
Link on message: #2938655

View PostMataPollos, on 08 October 2012 - 12:46 AM, said: two questions:
1) is there any plans for multicore support on wot?
2) its possible to add multicore?
thanks :Smile_smile:

Overlord: Yes, it's possible and such a research is being done currently.


Overlord
How We Do Stuff: Building a Bigger Better World
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08.10.2012 01:47:14
 
Subject: How We Do Stuff: Building a Bigger Better World
Link on message: #2938647

View Postzmeul, on 08 October 2012 - 12:44 AM, said: let's not forget you deleted my post from your blog
truth hurts, doesn't it :Smile_blinky:

Overlord: My blog - my rules :Smile-tongue:


Overlord
How We Do Stuff: Building a Bigger Better World
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08.10.2012 01:42:30
 
Subject: How We Do Stuff: Building a Bigger Better World
Link on message: #2938628

View Postzmeul, on 08 October 2012 - 12:15 AM, said: again with the propaganda ... looks like you are selling BigWorld to us

Overlord: Aren't you overreacting on this after all?

Quote EvE OnLine did all this since 2003, not 2012
did WG just discovered clustering!?

Overlord: Good for them, however it's not directly related, since we are using other techs and have to cope with bigger numbers (mostly on RU side), with this kind of posts I'm sharing the experience.

Quote also, there is something out there called DX10, do you need 8-9 years to start using it? how about DX11?!
and don't get me started about multithreading ...

Overlord: Network component is what we all love BW for, not its render, that's what I have pointed out in the text. The graphic render needs a lot to be improved.

Quote when WG decided on tanks, they've already bought the BigWorld licence, not after

Overlord: The licence was purchased after some research had been done - as future events showed it was the right move after all. And just recently BW has been purchased as a company.


Overlord
How We Do Stuff: Building a Bigger Better World
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08.10.2012 00:45:45
 
Subject: How We Do Stuff: Building a Bigger Better World
Link on message: #2938375

Overlord: It's all setup now, I've cleaned the mess. Sorry for inconvenience.


Overlord
How We Do Stuff: Building a Bigger Better World
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08.10.2012 00:23:18
 
Subject: How We Do Stuff: Building a Bigger Better World
Link on message: #2938251

Overlord: The use of the World Machine tech: before & after
22.jpg
We also managed to increase the tessellation density (a process of dividing polygons into smaller parts in 3D graphics) of our rendering system by about 30% compared to the default values right out of the box. It made the spines and apexes of hills and mountains look much sharper.
The tessellation density: before & after
23.jpg
The terrain render optimization let us pick out all relevant texture combinations and integrate them into batches, which resulted in a significant render productivity increase.
We’ve also added a light map for trees and other static objects. Thus, trees in the shade do not glow and give no flecks—they only get indirect lighting; objects placed in the sunlight are lit by the direct and indirect light.
Benefits of a light map: terrain without light map & after its introduction
12.jpg
13.jpg
14.jpg
15.jpg
In the coming weeks, expect to hear more about cloud schemes, battling arenas, and water surface rendering. Hope you enjoyed the reading. :)
Visit blog.


Overlord
How We Do Stuff: Building a Bigger Better World
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08.10.2012 00:20:17
 
Subject: How We Do Stuff: Building a Bigger Better World
Link on message: #2938235

Overlord: Reposted from Overlord's Blog.
With this post, I'm starting (hopefully) a series of more in-depth materials dedicated to how we actually developing our games, what technologies and techniques we use.
I will try to sum up the state of the game, things we’re working on, our thoughts on current issues, and a lot more about what goes on behind the scenes. We’ll tell you about some fairly unusual ideas and solutions we came up with over the course of development on World of Warplanes, and I hope they'll be as interesting to you as they were for us to invent and implement.
Let’s start from the very beginning.
From the concept of the game. (Were we talking in the real life I would surely hear a somewhat bored sigh right now.)
Most likely, you’ve watched our Video Dev Diaries, and are quite familiar with our passion for all ‘war’ thing – air warfare included. That’s why I won’t write a long story on how most of the World of Tanks dev teams are also flight sim veterans; how the WWII time frame brings WoT and WoWP together, allows for a great variety of vehicle models and dynamic, fun gameplay. Instead, I’ll talk you through what defined the choice of middleware for the title.
When we cleared up the draft concept for our next game would be after World of Tanks, we still had a lot of questions floating on how and what. What technology should we choose for this game? Should we create our own game engine or use an existing one? What programming languages, etc
.
We soon found our answers in our requirements and constraints. Although the decision was easy for us to make, I think it worthwhile and interesting to analyze.
During the development of World of Tanks, we learned how the requirements and limitations put on an MMO engine differ from the engines used by single player games.
An MMO game is literally the most complicated piece of software one can make. Take every single problem that exists in software engineering, and you’ll face it in an MMO. Plus, there are some unique problems apply specifically to the genre, including cross server object replication, PvP architecture, in-game mail, online account verification, hacking countermeasures, and hundreds of other elements which MMOs need to handle and single player games don't. And keep in mind all of those extra elements are inter-dependent, which adds yet another level of complexity rarely ever found in a single player game.
Developing, integrating and maintaining the clients, the servers, and all the "glue" that makes an MMO work is expensive and requires a lot of time. And it's risky—you're making a bet that your team can solve numerous problems in regards to security, privacy, scale, and exploit protection in the face of the growing number and sophistication of attacks, and providing the appropriate level of service to users. That’s why we decided to license middleware instead of building the game from scratch.
Our work with the BigWorld technology on World of Tanks helped make our decision easier. They offered up a complete technology solution (which is still a rarity when it comes to game engines) that featured significant scalability over the CPU.
With BigWorld Tech you get an integrated set of high performance server apps and tools together with a 3D client and APIs. This engine is made specifically for MMOs, which allows us to focus more on the game and less on the core tech.
Robust and Adaptable Server Infrastructure
Another major benefit of BigWorld Tech is that its servers can support hundreds of thousands of players simultaneously up to 200+k PCCU per single cluster (proved in WoT RU).
We fell in love with BigWorld long before we started developing World of Warplanes. We had a chance to battle-test the engine’s performance in World of Tanks and it has proven to be remarkably flexible and efficient. Here I refer to network component of BW, not graphic render.
The team was already comfortable with the BigWorld technology; our programmers knew the engine and its framework quite well. This familiarity inevitably gave us a head start in production time, since they didn’t have to discover the engine from scratch, which is usually a very time consuming process.
In the end, we decided to use the World of Tanks platform, but to also go about our development intelligently.
You won’t find an engine that will do everything you need out of the box—every piece of software has to be customized, tweaked, and extended to suit the needs of your game. That’s why we did not think of the World of Tanks game engine as the final representation of what we could achieve. Rather, we looked at it as the starting point for further improvement.
Working on World of Tanks we added a lot of tweaks to server components and introduced a multicluster technology, unified authorization, etc. But we didn’t stop there. In reality we had just opened the door into something that brought a lot more potential for us than simply solving server capacity issues. Our improvements meant we could gain a better understanding of how to even further optimize the technology.
With its state-of-the-art server component, the BigWorld tech was only half of an amazing engine since it had a rather modest rendering system. The renderer component was perfectly fine for ground combat, but absolutely not ideal for 3D aerial gameplay.
There are several software solutions in the market that offer decent rendering systems, and we first considered buying the graphical component elsewhere and building it into the BigWorld framework. However, after careful thought, we decided against doing so. Combining different coding languages is extremely challenging from a technology perspective. Besides, long-term investment in a third party technology is economically unreasonable. Building our own renderer from scratch would be time-consuming and, ultimately, expensive.
It soon became clear that the wisest path would be to evolve the BigWorld middleware to meet the needs of World of Warplanes and combine it with a third party tech when appropriate.
We have, of course, done many bright and stupid things along the way that deserve to be mentioned, but I won’t—at least not now— bore you with the details on all of that. Still, I’d like to illustrate the most significant graphical enhancements we’ve created to help you better understand our work so far, as well as realize the potential of the technology we’re using.
In this entry I’ll tell you more about the challenges connected with creating low-level terrain in World of Warplanes.
We somewhat decreased the altitude limit (map ceiling) in the game to provide more intense tactical gameplay that calls for more interaction with the scenery and environment in ground attacks. The actual combat in World of Warplanes takes place at middle and lower altitudes. So, we needed to make detailed low-level terrain that would make flying over it and through it not only visually pleasing, but also offer legitimate tactical options for shaking enemy aircraft and planning stealth missions. We aimed at carving out detailed and contoured landscapes with extra focus on low-level terrain elements like grass, bushes, tree shadows and hi-res textures.
We want players to feel like they have thrilling, continuously occurring action all around them. Naval maps, for example, will feature warships, with some already smoldering in flames and others able to fire up at you, posing a significant threat to your plane. Conversely, there will be land-based maps with surface-based elements like tanks battling on the ground. Ground targets will come in a variety of types, each with their own unique vulnerabilities and defensive capabilities. Ground and surface objects will not be static and will also have several levels of damage suffered (a ground or a surface object can be damaged, half-destroyed, and completely destroyed).
The World Machine terrain generator allows us to create realistic terrain with more detailed shadowing on textures, advanced generation of geologic formation screens, aerated layers, water erosion streams, oceans and seas that are affected with borderline shaping, slope angling, and many other options. Besides providing the game with an impressive visual overhaul, the middleware solution helped us speed up the design of basic textures.
The use of the World Machine tech: before & after
We also managed to increase the tessellation density (a process of dividing polygons into smaller parts in 3D graphics) of our rendering system by about 30% compared to the default values right out of the box. It made the spines and apexes of hills and mountains look much sharper.
The tessellation density: before & after
The terrain render optimization let us pick out all relevant texture combinations and integrate them into batches, which resulted in a significant render productivity increase.
We’ve also added a light map for trees and other static objects. Thus, trees in the shade do not glow and give no flecks—they only get indirect lighting; objects placed in the sunlight are lit by the direct and indirect light.


LiannaSilverwind
Joke
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07.10.2012 15:29:58
 
Subject: Joke
Link on message: #2935145

LiannaSilverwind: И Вам не хворать! :Smile_great:
Конечно, живы. Просто отдыхаем от форумных страстей и физики.


OldFox
Новый форумный конкурс "Хочу песню!"
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07.10.2012 07:11:50
 
Subject: Новый форумный конкурс "Хочу песню!"
Link on message: #2933241

OldFox: http://www.karaoke.ru/song/5944.htm
Мну тока одно вопрос: будете дальше? Или слабо?


OldFox
Новый форумный конкурс "Хочу песню!"
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07.10.2012 06:36:05
 
Subject: Новый форумный конкурс "Хочу песню!"
Link on message: #2933222

View PostRecnac_UKR, on 06 October 2012 - 01:15 PM, said: по состоянию здоровья активность в конкурсе придётся снизить или переложить на плечи жены. Спасибо.

OldFox: Короче, все ясно: Хорунжий и Рекнак получают по 1250 голды, а вот что дальше будем делать... Щас про войну будет.


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