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Ultimate epic battle simulator no
Ultimate epic battle simulator no




One of the reasons why it’s exponentially more difficult to get more characters is because the computer has to concentrate on all the bones inside the character, so if a character has like 100 bones, the amount of processing increases exponentially as you increase the characters. “When the skeleton moves, the mesh bends with the bones, but it’s a very slow approach, and it takes a lot of. “The way characters are traditionally done in games is that they’re done with skin to meshes and bones, and so, the way a character moves typically in the game is you have these skeletons that are underneath a flexible mesh,” Weaver said. To fit all those units on screen, Weaver had to take advantage of every trick he knows. My AI, but a lot of sacrifices have to be made.” I think I’ve blended the right kind of technologies together. “So you have to kind of combine old and new technologies in order to achieve this sort of thing. Unity has been around for a while now, but if you’re experienced, you know that doing things the way they’ve always been done is not the way to do it because what we’re doing in the game industry now is we’re trying to improve the look of the characters, the intelligence of the AI, and all those things just end up giving you the same amount of characters each year onscreen,” he said. Players can put hundreds of thousands of characters onscreen at once, which is a huge challenge when Weaver is developing the game. “You can just start on something and end on something completely different because often that’s when the best things happen.” “That’s the beauty of working on your own, is that you can do things like that,” Weaver said. How did he make such a drastic pivot? By being a one-man crew. “That’s when I started investigating increasing character count and hosting epic battles in the game, and it kind of just turned into this slowly.” “I started developing a VR game and it was going to be like an open world, kinda Robin Hood–themed game, and I really wanted to have large battles in the game,” Weaver explained.

ultimate epic battle simulator no

He began working on a virtual reality title seven months ago, and that project morphed into UEBS. Weaver didn’t initially set out to create a battle simulator. The one-man architect behind the game, Rob Weaver, joined Ben Lindbergh and Jason Concepcion on Achievement Oriented to talk about how he’s built this project from scratch. The title is currently in early access on Steam, and it allows players to pit extraordinary numbers of units - from soldiers to animals to zombies to Santa Clauses - in battle against each other.

ultimate epic battle simulator no

If you’re interested in gaming, you’ve probably come across Ultimate Epic Battle Simulator.






Ultimate epic battle simulator no