It looks like you're new here. If you want to get involved, click one of these buttons!
Wargaming.net has partnered with MMORPG.com to bring our readers an exclusive series of developer blogs from the team behind the highly anticipated World of WarPlanes. In the inaugural post, we are given a behind the scenes look at the game engine and how it's used to make a stunningly beautiful world. Read on and then leave your thoughts in the comments.
Here we’ll be summing up the state of the game, things we’re working on, our thoughts on current issues, and a lot more about what goes on behind the scenes. We’ll tell you about some fairly unusual ideas and solutions we came up with over the course of development on World of Warplanes, and I hope they'll be as interesting to you as they were for us to invent and implement.
Read more of Executive Producer Alex Zezulin's World of WarPlanes: Building a Bigger, Better World.
Comments
I stopped listening "whats coming" since Funcom trademarked soon™ on the engine overhaul.
Better we look what we have NOW.
To compare WoWP with WarThunder we can take Battlefield Heros and Battlefield Play4Free grafix as examples.
The one is comic, the other is somewhat more real ..
Ah i use world machnie myself and its awesome for creating maps
I do wish he would not go on about this being an MMO just like WOT its not an MMO but a lobby based multiplayer game.. Saying that the bigworld engine is more than capable of doing a proper MMO..
I think War Thunder looks a lot better at the moment tho WOWP has qutie a bit to catch up on that front. plus War Thunder feels like a better flight model..
World of Tanks has incredible level design, its so good no one even thinks to complain
I would like to see an article on the design process of producing the levels in WoT, as although WoWP im sure will have the same excellent enviroment work done, without players needing to be aligned with the height map, the terrains subtle undulations, distribution of hard / soft cover, terrain inclines and ridgeline exposures are of little revelence in comparison.
This. The style of the game means that no one really pays attention to it, but if it was crappy or didnt have the functionality that it does via destructive components, it would basically break the game. In most cases the layout of the maps means that there's very well thought out locations on the map that are advantagous to a range of tanks. It gives you something to constantly work on when you play the same map a hundred times.
I wonder about WoP though. In the air... the whole aspect of cover seems to be lost.
First you have the netcoding there. You don't need to jerry-rig your own netcoding.
Second is that the terrain is designed to be effecient for large terrains. It quickly cycles through MIP levels and allows you to get a wide degree of detail where it matters.
Third is that they choose Python to be their scripting language. Using a common and powerful scripting language like Python allows for a quicker learning process and more powerful scripts.
Because Unreal and Cryengine are technically far superior to bigworld...
I do like the idea of bigworld tho everything in one place, same as The Hero Engine and if I was starting an indie company and going to make an MMO i would choose one of those engines over anything else out there. Having everything in place for an MMO is a massive massive help..
for FPS games i think i would stick with cryengine or unreal tho.. as they are better engines.
I wondered the same question many times
This Dev studio doesnt even derserve mention in the same website while WarThunder is around. That game absolutly smashes this shit. I mean its like comparing doom3d to Arma. You can't even imagine how much more Detailed Warthunder is, how much bigger, ect friggin ect.
Yet this P2W is still getting coverage?
It..Burns..