(Both my custom profiles are in the video descriptions… they’re really not far from the original default profile) Sure enough it happens this title works PERFECTLY with Tridef Ignition: This time without a demo I took the gamble and spent the ten bucks. It’s an awesome high speed reflex puzzle type of game where you simply dodge obstacles and collect items. Then there was another game I had an eye on for a while also built on Unity. Here’s a YT3D review of this: Assault Android Cactus - 3D Demo Review & Gameplay (Tridef Ignition) - YouTube The good thing about this experiment is it confirmed that Unity built games do indeed use DirectX and may very well work with Ignition. This obviously cost a lot of depth and doesn’t give the ultimate result. They’re far from perfect as the shadows aren’t cooperating, and presently can’t be turned off in the game, so I adjusted the focus as tight as I could on the general area where most shadows appear. Sure enough recently with the tons of indie games being released off Steam Greenlight, demos for games built on that engine have been popping up, so I had the chance to try one without risk.įirst I ran the Assault Android Cactus demo, and actually got some results. The Unity Profiler, specifically the Memory Profiler, has been a huge help in this regard.A little while back I had seen an old thread on this forum that seemed to suggest there was little knowledge of the Unity game engine and if it would work properly with Tridef Ignition. This comes down to careful planning for how to handle issues like occlusion culling, but we also have Unity specialists hard at work revealing opportunities to reduce RAM consumption and CPU time – a rather huge but rather thankless task. “We were determined from the start to create large and detailed areas, which means we need to put an extra emphasis, from the ground up, on how they’re optimized. The normal method required a lot of CPU resources given the size of the maps and amount of detail,” continues Nik. “Basically, what we built amounts to manual occlusion culling. To handle the huge amount of detail, Battlestate used custom scripts to offload resources outside the field of view. Once the base was generated, the result was split into 35 sub-terrains and given a custom LOD system and dynamic terrain output preforms. “This allowed us to begin Escape from Tarkov with an amazing foundation of both design and technology, and we’re fortunate to get to focus on creating exactly the hardcore games that we love so much.”īattlestate turned to 3D terrain generator World Machine to procedurally create the perfect environment on which to stage compelling gameplay. Not only did we gain critical knowledge and understanding of first-person shooters, but we also developed a deep understanding of Unity and its systems,” says COO and project lead Nikita Buyanov. “We learned quite a bit from our experiences at AbsolutSoft. The development of that game proved to be excellent ground to learn new skills and gain expertise while also building up the finances needed to evolve and found Battlestate Games, a studio focused entirely on the development of its “Russia 2028” universe of games. The foundational team got its start at AbsolutSoft creating the incredible fast-paced shooter Contract Wars for browsers and the now-retired Unity Web Player. Petersburg-based Battlestate Games, hardcore first-person shooters are a great passion. For the 80-person development team at St.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |