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DevDiaries #40: GEM2 - myths and reality
Come closer to the fire, my friends. I'll tell you a story. A story of struggle, death and rebirth of one brave game engine. In the comments, you can often read that you can’t look onto the annoying second GEM and suffering from the need to see the third one, and, preferably, better soon that sorrow. For how long will you release and remake these things on this engine when you can potentially work on something else. Stop using the dead GEM2. For how long will we need to wait! We need to do something! It's time to take a stand! Friends, do not rush to take protest posters in your hands. Most likely it's a banal misunderstanding. This whole thing with the engines is not as simple as it seems. Some people think that the engine is something that "renders great models with cool shaders and so on." Others that it completely determines what kind of game will be. The third ones think that GEM3 is better than GEM2 because ? you know… It’s obvious! The third is always better.
Apparently some moments need to be clarified. Wikipedia tells us that "A game engine is a software framework designed for the creation and development of video games. The core functionality typically provided by a game engine..." So the main part here is “core” one. And this core can be quite flexible. This is easy to understand if you just compare the games that developed using the same engine. Hardly anyone would say that Lineage II and Star Wars: Republic Commando are very similar. Tyranny and Fallout Shelter can’t be called twins too. And even now Men of War…
… differs from Soldiers:Arena.
The engine determines the basic rules, and greatly simplifies the work on creating the game, because you do not need to do everything from scratch. But do not forget that this is a tool and quite changeable tool in skilled hands. Most of what we write about in the diaries is the editing of the engine. All these trenches, medics, fortifications, interface, the new gamemodes and so on - that what had to be added. By the number of changes that we made, it has long ceased to be the GEM2 that you remember. A year ago we talked about version 2.3 and even then it was rather conditional label. Since then, it has changed many times and will change more to match the goals set for Soldiers: Arena and it is not so important what number you can add after the name. If it helps you get the answers you need, you can call it even GEM42. And we talked mainly about the gameplay functionality earlier. In addition, there is a huge piece of work, which is not so interesting to read (and write, too btw). Partly because such topics are very difficult to normally describe in an understandable language, without using a mass of terms and abbreviations. Yes, yes, jokes about the "programmer's answer" here would be ok. And these invisible, but important works go on constantly. GEM2 learned a lot.
[ 2017-06-01 18:46:44 CET ] [ Original post ]
GEM2 is dead, long live GEM2.
Come closer to the fire, my friends. I'll tell you a story. A story of struggle, death and rebirth of one brave game engine. In the comments, you can often read that you can’t look onto the annoying second GEM and suffering from the need to see the third one, and, preferably, better soon that sorrow. For how long will you release and remake these things on this engine when you can potentially work on something else. Stop using the dead GEM2. For how long will we need to wait! We need to do something! It's time to take a stand! Friends, do not rush to take protest posters in your hands. Most likely it's a banal misunderstanding. This whole thing with the engines is not as simple as it seems. Some people think that the engine is something that "renders great models with cool shaders and so on." Others that it completely determines what kind of game will be. The third ones think that GEM3 is better than GEM2 because ? you know… It’s obvious! The third is always better.
Apparently some moments need to be clarified. Wikipedia tells us that "A game engine is a software framework designed for the creation and development of video games. The core functionality typically provided by a game engine..." So the main part here is “core” one. And this core can be quite flexible. This is easy to understand if you just compare the games that developed using the same engine. Hardly anyone would say that Lineage II and Star Wars: Republic Commando are very similar. Tyranny and Fallout Shelter can’t be called twins too. And even now Men of War…
… differs from Soldiers:Arena.
GEM2 is alive!
The engine determines the basic rules, and greatly simplifies the work on creating the game, because you do not need to do everything from scratch. But do not forget that this is a tool and quite changeable tool in skilled hands. Most of what we write about in the diaries is the editing of the engine. All these trenches, medics, fortifications, interface, the new gamemodes and so on - that what had to be added. By the number of changes that we made, it has long ceased to be the GEM2 that you remember. A year ago we talked about version 2.3 and even then it was rather conditional label. Since then, it has changed many times and will change more to match the goals set for Soldiers: Arena and it is not so important what number you can add after the name. If it helps you get the answers you need, you can call it even GEM42. And we talked mainly about the gameplay functionality earlier. In addition, there is a huge piece of work, which is not so interesting to read (and write, too btw). Partly because such topics are very difficult to normally describe in an understandable language, without using a mass of terms and abbreviations. Yes, yes, jokes about the "programmer's answer" here would be ok. And these invisible, but important works go on constantly. GEM2 learned a lot.
- Carefully support partial and complete localization. At the moment almost everything except right-to-left languages.
- To inform the player about his success in the session, ratings, available commanders and their experience.
- To work with memory according to C ++ 11 standards. The selection, release, counting of the number of references to objects now passes better using the new stuff.
- Improved the system of quantizing units. And what has we say earlier? Terms in da house. This makes it possible to set a more realistic rate of fire for machine guns, cannons etc. And AI began to think faster.
- To recognize a highly detailed map of heights in the right places. Specially made this one to make possible to shoot an apple from the infantryman's head sitting in the trench using your Pak40.
- To understand Rim shading, Ambient bounced, HDR, LUT, gamma-correction and stuff.
- Gathered the tools to create games against bots, both single and multiplayer.
- Learned to be tolerant to different platforms. At the last test, our coders finally managed to play in the general session using the Linux and no longer feel hurt.
[ 2017-06-01 18:46:44 CET ] [ Original post ]
Soldiers: Arena
Best Way
Developer
Best Way Soft
Publisher
To be announced
Release
Game News Posts:
122
🎹🖱️Keyboard + Mouse
( reviews)
The Game includes VR Support
Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.
Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.
Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.
Features:
- Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
- Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
- The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
- Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
- Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
- Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
- Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
- Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
- Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
- Conceptual new interface for convenient control.
- Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
- OSX, Mac. Linux support.
- Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
- Storage: 5 GB available space
- OS: Ubuntu 15.04
- Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
- Storage: 5 GB available space
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