May Development Report
In our last development report, we shared a new 3D Map System with a fully GPU based LOD system. In the past month, we have made lots of improvements to the style of our map, as you can see from the front cover of our report today, the political boundaries are much more vivid and saturated, we believe this helps with visualization. Borders also blend based on distance and type (region borders, prefecture borders, provincial borders and national borders). Here is a video that demonstrates our seamless transition between levels of detail, and camera movement.
We have a new texture for the ocean too, soon we plan to rewrite the ocean shader for support of HDR reflections that will make the water look better. Elevation based rivers and lakes, weathers and other map modes (like rebellion) will be supported soon.
In our last development report, we mentioned the RTS system being able to handle 50K units of pure calculation, while the GPU supports up to 100K models with full animation support. In the past month we have made ground breaking optimizations that allows a final system with GPU rendering and CPU calculation of 100K units.
100K units with 4K 60FPS, tested on M1 Max This includes most of the resource intensive calculations for RTS, (excluding terrain rendering, which may have additional GPU overhead that we will have to optimize). Although we are able to reach 100K or theoretically more for high end devices, we do not want to make it impossible for mid-end devices to run. Thus, we have capped the in game unit count to around 60K until we make further optimizations.
As seen in the difference between last month and this month, where most of the threads are greatly under-utilized, this month, all the threads are occupied with fully native code calculations, which allows for large improvements in performance. Current RTS on Terrain
We are beginning to make terrain specific behaviors for units, such as climbing and shortest paths algorithms that take in account of additional cost of climbing and moving up slows (and less cost for moving down slops.)
We have done a thorough performance test for our Population System, by adding in Async Calculations that can span between two updates, we can execute calculations that take multiple frames to complete, but not effecting player experience as they only update per every x frames. (So using the frames between for calculations too). Currently, we can support up to 1 million pop units (a pop refers to a specific group of population that occupies one region and separated by religion & culture). Compared to what we need for the Demo (which includes half of Asia) which ranges around 80K to 20K pop, we can ensure a very optimized experience even for the low-end devices.
27ms of calculation done between multiple frames (since population calculations are done between per day basis, and assuming the game runs at minimum 60fps, we have about a few hundred frames or a few seconds to calculate everything). The refugee subsystem for the population system is also complete. We will be refining these systems and adding relevant UI in the upcoming months.
In the last development report, we have mentioned about a plan to redesign all of our UI, currently, we have some examples to show. (We will support English among many other languages)
We believe this UI style is much more efficient, clean and visually appealing compared to before. However, it's only a draft and we are open to any suggestions and feedback. A major problem for the game currently is the lack of UI, since we devoted almost all of our development team into the game code itself, that is why we have difficulty showing a lot for our systems (as most interactions and feedback is displayed via the UI for Grand Strategy Games). Our plan for June and July is to develop a robust UI framework that will greatly accelerate our development efforts regarding to UI. So we can at least have a presentable game before September. I am happy to answer all of your questions. You can join our discord here: https://discord.gg/PnuftWBwEZ
[ 2022-06-28 16:22:35 CET ] [ Original post ]
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.
Map System
In our last development report, we shared a new 3D Map System with a fully GPU based LOD system. In the past month, we have made lots of improvements to the style of our map, as you can see from the front cover of our report today, the political boundaries are much more vivid and saturated, we believe this helps with visualization. Borders also blend based on distance and type (region borders, prefecture borders, provincial borders and national borders). Here is a video that demonstrates our seamless transition between levels of detail, and camera movement.
We have a new texture for the ocean too, soon we plan to rewrite the ocean shader for support of HDR reflections that will make the water look better. Elevation based rivers and lakes, weathers and other map modes (like rebellion) will be supported soon.
RTS System
In our last development report, we mentioned the RTS system being able to handle 50K units of pure calculation, while the GPU supports up to 100K models with full animation support. In the past month we have made ground breaking optimizations that allows a final system with GPU rendering and CPU calculation of 100K units.
100K units with 4K 60FPS, tested on M1 Max This includes most of the resource intensive calculations for RTS, (excluding terrain rendering, which may have additional GPU overhead that we will have to optimize). Although we are able to reach 100K or theoretically more for high end devices, we do not want to make it impossible for mid-end devices to run. Thus, we have capped the in game unit count to around 60K until we make further optimizations.
As seen in the difference between last month and this month, where most of the threads are greatly under-utilized, this month, all the threads are occupied with fully native code calculations, which allows for large improvements in performance. Current RTS on Terrain
We are beginning to make terrain specific behaviors for units, such as climbing and shortest paths algorithms that take in account of additional cost of climbing and moving up slows (and less cost for moving down slops.)
Other Systems
We have done a thorough performance test for our Population System, by adding in Async Calculations that can span between two updates, we can execute calculations that take multiple frames to complete, but not effecting player experience as they only update per every x frames. (So using the frames between for calculations too). Currently, we can support up to 1 million pop units (a pop refers to a specific group of population that occupies one region and separated by religion & culture). Compared to what we need for the Demo (which includes half of Asia) which ranges around 80K to 20K pop, we can ensure a very optimized experience even for the low-end devices.
27ms of calculation done between multiple frames (since population calculations are done between per day basis, and assuming the game runs at minimum 60fps, we have about a few hundred frames or a few seconds to calculate everything). The refugee subsystem for the population system is also complete. We will be refining these systems and adding relevant UI in the upcoming months.
UI
In the last development report, we have mentioned about a plan to redesign all of our UI, currently, we have some examples to show. (We will support English among many other languages)
We believe this UI style is much more efficient, clean and visually appealing compared to before. However, it's only a draft and we are open to any suggestions and feedback. A major problem for the game currently is the lack of UI, since we devoted almost all of our development team into the game code itself, that is why we have difficulty showing a lot for our systems (as most interactions and feedback is displayed via the UI for Grand Strategy Games). Our plan for June and July is to develop a robust UI framework that will greatly accelerate our development efforts regarding to UI. So we can at least have a presentable game before September. I am happy to answer all of your questions. You can join our discord here: https://discord.gg/PnuftWBwEZ
Mandate Eternal
Tianshu Studio
Tianshu Studio
2023-03-01
Strategy Singleplayer Multiplayer EA
Game News Posts 3
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://sotospeakgame.com/
https://store.steampowered.com/app/1959890 
Mandate Eternal is a grand strategy game that focuses around the Ming Dynasty of China and events that occurred in Eurasia during the reign of Ming and potentially extending to the late 18th century. The fall of the Mongol Yuan led to the rise of the Ming Dynasty, with it a new era begins for China and Asia.
The game begins immediately after the Tumu Crisis of 1449, where the numerically superior Ming army suffered major defeats against the Mongolians. The fate of the empire is uncertain, and this is where your journey begins. Build and lead your army personally in conquests against foreign foes. Utilize the rich and detailed economic system to obtain wealth from within. Navigate through the most sophisticated political dealings and make decisions in the court that would have profound impacts across the nation. Enact major reforms that may determine the course of your country. Progress and sail around the globe, or seal your kingdom from the outside world. The choice is yours to make, may your Mandate be Eternal.
Full-fledged 1:1 scaled RTS
Mandate Eternal is an RTS game inside a grand strategy game, every battle that occurs on the map is no longer simply icons and numbers, you may lead your army personally in a 1:1 scaled battle against your enemy. Command tens of thousands of troops on a dynamic procedurally generated terrain that realistically reflects the geography of the battle. The possibilities are endless.
Unparalleled economic simulation
We invited real economists to design our economic system, from the individual regions of local markets, to the nationwide trade and beyond, the economy is a cornerstone of how your country will shape out to be. You can inspect the market, production and population of every single region, and also enact provincial or national laws to modify it.
Unique and highly flavored political system
Even as the emperor of all of China, the sheer size of the imperial court and bureaucracies across the nation makes politics no easier. Interact with ministers, factions and all sorts of court dealings to secure your reign, and rule your country as you wish.
Next-gen simulation performance
Mandate Eternal is fully optimized and ready for the modern computer. Our game runs entirely multi-threaded, extensively using both the GPU and CPU for maximal computation, and a performance by default Entity Component game architecture. It allows us to compute tens of thousands of unique populations, markets, tech, and presenting tens of thousands of soldiers in our RTS game like never before.
Detailed and rich historic recreation
Our game is deeply historic, or ahistoric. The game is filled with rich and carefully crafted events, stories and historical elements that truly embodies the Ming Dynasty.
The game begins immediately after the Tumu Crisis of 1449, where the numerically superior Ming army suffered major defeats against the Mongolians. The fate of the empire is uncertain, and this is where your journey begins. Build and lead your army personally in conquests against foreign foes. Utilize the rich and detailed economic system to obtain wealth from within. Navigate through the most sophisticated political dealings and make decisions in the court that would have profound impacts across the nation. Enact major reforms that may determine the course of your country. Progress and sail around the globe, or seal your kingdom from the outside world. The choice is yours to make, may your Mandate be Eternal.
Features
Full-fledged 1:1 scaled RTS
Mandate Eternal is an RTS game inside a grand strategy game, every battle that occurs on the map is no longer simply icons and numbers, you may lead your army personally in a 1:1 scaled battle against your enemy. Command tens of thousands of troops on a dynamic procedurally generated terrain that realistically reflects the geography of the battle. The possibilities are endless.
Unparalleled economic simulation
We invited real economists to design our economic system, from the individual regions of local markets, to the nationwide trade and beyond, the economy is a cornerstone of how your country will shape out to be. You can inspect the market, production and population of every single region, and also enact provincial or national laws to modify it.
Unique and highly flavored political system
Even as the emperor of all of China, the sheer size of the imperial court and bureaucracies across the nation makes politics no easier. Interact with ministers, factions and all sorts of court dealings to secure your reign, and rule your country as you wish.
Next-gen simulation performance
Mandate Eternal is fully optimized and ready for the modern computer. Our game runs entirely multi-threaded, extensively using both the GPU and CPU for maximal computation, and a performance by default Entity Component game architecture. It allows us to compute tens of thousands of unique populations, markets, tech, and presenting tens of thousands of soldiers in our RTS game like never before.
Detailed and rich historic recreation
Our game is deeply historic, or ahistoric. The game is filled with rich and carefully crafted events, stories and historical elements that truly embodies the Ming Dynasty.
MINIMAL SETUP
- OS: Modern x64 Linux Distribution
- Processor: Intel Core i5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1050
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: RTX 2060
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