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<p>The main advantage of creating your own game engine is that, instead of being a Swiss-army knife (second-best in everything it tries), you can craft it to specialise in what you need it to do. As you know, we created an engine from scratch for Mount & Blade II: Bannerlord. We had many goals when we started working on it, but three of them had top priority: of course it had to do what we needed in order to create a huge sandbox game such as this one, but it also had to be easily moddable, and on top of that, it had to be flexible enough to work on low-end computers. In this week's blog, we talk to Engine Programmer, Burak Dermanli, one of the people responsible for the engine and its optimisation for all kinds of computers.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/77
Thanks for the blog, animations are really good and it's nice to see trees will have working billboards! but at this point I would like to ask if you have never considered the idea of using Speedtree technology, it would have saved you a lot of time and lately their product has improved so much.
Thanks Armagan, Bannerlord graphics looks gorgeous as that from Total War Attila, I'm feel as in reality despite I not care for graphics(I love both M&B and Total War so much)
as you knock down the Sturgian warrior son (0:40) the other npc behind it also swings his axe and on air his axe spills blood as it hit to falling warrior son. I was going to mention this earlier but I was so busy with other news that I forgot it.
as you knock down the Sturgian warrior son (0:40) the other npc behind it also swings his axe and on air his axe spills blood as it hit to falling warrior son. I was going to mention this earlier but I was so busy with other news that I forgot it.
Yes, it does look like it. I hadn't watched that video before; I am impressed with the posture of the player when holding the shield higher up, it looks good and natural. The back scabbard looked very nice too, it slightly moves on the back and seemed to avoid significant clipping even when the player had a shield on his back.
Good news in this blog about the good performance in terms of graphical effects on lower end machines, last week was rather disheartening but the GIF gameplay looked smooth, and cape looking good without any clipping that I could see. I think what we see though, with the player managing to land a strike against both the archers as they switch to melee, shows that archers should probably be programmed to switch when enemy melee troops are still about twice as far away as is currently the case. I suppose a downside of that would be if a single enemy got close to a considerable group of your archers, and all of them switched to melee rather than continuing to shoot either at the lone attacker or more distant enemies.
Why I never enjoy any of blogs?.
I can't understand you waiting all week for this blogs And you are very happy aboutThem.
I didn't find any interesting info that I didn't know it before.
We must understand that it is a complex game. You cannot expect them to make it out too fast. Some games are being made by using some already finished game engine, such as unreal engine, but Taleworlds is making their own "unreal engine". It cannot happen too fast.
I don't get it. What's the problem then? People are just happy about having at least some new info and images. They could choose to shut up completely and then we had nothing. Now we at least know weekly that they are still alive and working with the game.
I am not so expert of those either, but I believe he means with those some elements that are for the game engine so that it knows if some place is inside of the house or not. That's I believe for the sunlight source (shadows has to be rendered correctly) and you should not be able to see through of walls when you're in the building. It's called backface culling when your game renders only one side of the object and the other side if transparent (Inside of the house where we are not supposed to be able to go), it will save some power from your computer for some more important tasks. I bet it's not going to be hard to make maps with the new engine. The old game engine, I don't even wanna touch that editor. :/
That particle effects designer looks great! I spent many hours tweaking values in python files, compiling, loading the game, and then triggering the correct effect, just to realize it looked nothing like I expected.
All the cool/useful features you guys are adding to the editor/dev environment are much appreciated! All the new Bannerlord modders are going to have it too easy... They just won't understand how hard things were back in the old days.
Bethesda uses the same bad engine for 9000 games, TW creates a brand new one with sexy capes for their second game. TW is the better company, don't @ me
as you knock down the Sturgian warrior son (0:40) the other npc behind it also swings his axe and on air his axe spills blood as it hit to falling warrior son. I was going to mention this earlier but I was so busy with other news that I forgot it.
I really wonder if it clips or it bumps/hits other objects. Any possibility of a gif of the long cape-equipped manly warrior walking backwards and mounted on horse?
Can't wait for hooded longcapes and modded physics clothing! This looks so AWESOME!
mat2rivs 说:
All the new Bannerlord modders are going to have it too easy... They just won't understand how hard things were back in the old days.
True that, but think how cool we will be looking saying "back in my day you had to guess the code and number by .txt and load the game up! You kids got it easy, you don't have the modmettle we had!" We will be just like old folk on varandas screaming at kids to get off their property.
vicwiz007 说:
Bethesda uses the same bad engine for 9000 games, TW creates a brand new one with sexy capes for their second game. TW is the better company
+1 to TaleWorlds for the effort, +5 for actually doing it successfully (the +5 and my full pre-order purchase money. They've got that too.)
Nymeris 说:
KhergitLancer80 说:
In the ign video
as you knock down the Sturgian warrior son (0:40) the other npc behind it also swings his axe and on air his axe spills blood as it hit to falling warrior son. I was going to mention this earlier but I was so busy with other news that I forgot it.
Do so, and be merry, for the juicy gif, and the juicy hittable corpses makes us quite merry indeed! I believe as much revelry as we had today will only be had once we get a release date.
Looter 说:
The shape of those blood puddles are pretty strange though, all uniform and the exact same shape pretty much.
Gotta admit that it is a bit awkward, how the puddles look so rounded, the lighting effects on them are really nice, but it's the repetitive spray shape of them that is a bit strange.
A cool suggestion is adding at least other 5 completely different shapes, just spill some coloured water or oil onto a paper from different angles and you've got yourselves the perfect design to copy from. But it has to be more than a couple of drops, like a full 9ml of fluid, because anything less than that is bound to be drop-like, just like the current puddles of blood. I know my stuff because I've managed to drop tons of fountain pen ink on clothes and paper.
I can't say anything about the blog that hasn't been already said: truly informative, well written and absolutely a good read. The juicy gif was so awesome I'll even repost it here!!
插入代码块:
[b]+RESPECT[/b]
for Dermanlı for giving a TON of juicy details on one simple gif: character height, animations, blood, LONG CAPE, etc.