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Welcome back, I am Jingcheng and I will be responsible for June's Development Report.
Hello again, I am Jingcheng, the community manager for Mandate Eternal on Steam and Discord for our International Audience. I apologize for the lateness of the dev log as we are not fully committed yet to making ourselves public for the larger global community. However, we are working on syncing our Dev Diaries and all sorts of updates on Steam in English soon, and we have set up a Discord Server which you can join through the link at the end of this report.
Hello, I am JC and I will be the community manager for Mandate Eternal on Steam. We have not yet fully introduced ourselves to the larger global community, but we very much plan to do so at a later date we deem fit.
We are a group of hobbyist from China developing a Grand Strategy Game focused on the Ming Dynasty. Our Steam page went online around the mid of March and had gained significant momentum & attention within the Chinese gaming community. Enough said, we will simply brief you on our updates in the past month like usual.
Secondary Detail for the Map System
In the previous development report (not available in English yet), we shared a new method of using tessellation to generate incredibly detailed and realistic terrain. But we still haven't solved the problem regarding texture fidelity when the terrain is zoomed in.
Through creating multiple new texture layers and bringing some of the tessellation concept to the textures, we have managed to create a second level of detail for closeup view of the terrain. It now looks more than ever realistic.
Coastlines, forests, deserts, mountains and many more details are now vividly rendered on the terrain, by using more advance sampler states, we have also managed to smooth out edges such as the coastlines.
Fog of War
Adjusting a traditional Chinese map of the world, we have created a very unique fog of war texture that blends seamlessly with the real terrain.
Map Generator
To ensure the uniqueness of every RTS battle, we have developed a map generator that could procedurally generate a wide range of terrains, combining this with a complete day-light-cycle + weather system, we have developed the ultimate stage for warfare.
Volumetric clouds, 24 hour day light cycle system.
RTS GPU Optimizations
We made many graphical optimizations regarding utilization of the GPU, by converting regular bone skinning framework to vertex animation on the GPU, we have managed to support 100K fully animated and rendered soldier model while reaching performance above 100fps.
100K unity grid100x100x10GPU stress test.
RTS CPU Optimizations
CPU wise, we have made many optimizations to RTS calculation regarding the use of multithreading. By converting as many code to Burst and Jobs, we are but a few changes away from reaching complete satisfactory performance (50K minimum). We are highly optimistic about demo footage by next month.
Our optimizations can handle 50K units on the CPU, and we hope it will reach a similar level to the GPU in the future.
We have not yet opened any communities like Discord, but we very well plan to do so. For the moment, you can contact us through Steam Community.
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