Brad Wardell's site for talking about the customization of Windows.

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Greetings! I hope you had a Merry Christmas.

Preliminaries

http://youtu.be/QIWyf8Hyjbg

(note that the video demo of “Star Swarm” was from November, it looks even better now, we were able to throw that together in basically a month or so with Nitrous).

Now…

I have a confession to make. For the past year I’ve been seeing other people.  Don’t get me wrong, I still love Stardock. It’s what I still spend most of my time on. But as the next couple of years are going to make apparent, the game industry has entered a new age.  The age of 64bit, multi-core games has finally arrived.  And I’m lucky enough to be able to work with and help some of the best talent in our industry convert the potential of this age into actual new games.

Two gaming genres in particular are poised to leap ahead thanks to having more memory and more cores available to developers:

(1) Strategy games.  Strategy games hit the 32-bit memory limit a decade ago.  That’s because unlike a first person shooter, we have to keep the entire game world and all units in memory all the time. As a result, strategy games have had to get simpler and simpler in order to be visually competitive.

(2) Role Playing Games. Role playing games, in order to be visually competitive, have had to switch to being in first-person mode.  But with 64-bit and multiple cores combined with a new engine that utilizes them we can create living breathing worlds of massive scope and depth.

How we got started

About 18 months ago I was talking to friends of mine who had developed the engine for Civilization V. Everyone in our industry is painfully familiar with hard limit of 32-bit memory and the old DirectX 9 age limitations.  

Unlike my friends, there was nothing I could do on my own about it. I couldn’t write a 3D engine to save my life. But they had been giving the problem a lot of thought. The problem they faced was that starting a new company that would take multiple years to create a new 3D engine was very risky.  How would you explain to people why you didn’t just license Unreal or Unity or something else?

This is where combining our capabilities together has made something wonderful happen. As the CEO of Stardock and principle stock holder, I have the opportunity to still take risks. Except, in my mind, I didn’t see it is a big risk because I knew the people involved.

Oxide is born

So a little over a year ago, in secret, we started a company called Oxide Games.  Our mission: to build a next-generation 3D engine that can handle  thousands of high fidelity objects on screen simultaneously. The goal would be to be able to show a battle from say Lord of the Rings with the same fidelity and same quantity of units but in real-time.

The rendering system would be different as well. Since we were starting from scratch with multiple cores, 64-bit and DirectX 11 as basic requirements, the team could design an engine that rendered the same way that CGI in movies are rendered except in this case, in real-time.  As a result (and you really have to see it to believe it) the actual visuals look…different than what you may be used to seeing in a game. Even in the Star Swarm demo, which is a very simple, quickly made example, the movement, the lighting, etc. look like a movie scene rather than a computer game. There is no particle effect system. Instead, every laser blast, every light, every effect is an object. 

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Click on this to see a larger version. Notice how things look blurred? That’s not me moving the camera. It’s motion and it’s not a post-processor effect.

 

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With SWARM (i.e. every core gets used) you can do cool things like have moving turrets on every ship in the universe with their own physics. Look closely at this shot.

The team in action

To give you a better background on the amazing engineering talent at Oxide check this page out: http://www.oxidegames.com/about

For instance, Dan Baker was the guy who led the effort at Microsoft on HLSL for DirectX 10 which is what our industry uses now.  Tim Kipp has developed 3D procedural engines for Microsoft, Firaxis and the military. You’ll be hearing a lot about procedural based content generation in the next few years. If 64-bit/Multicore is today’s revolution, procedural generation is the one on deck.  Marc Meyer is the guy who largely invented the technology that many of us in the industry have borrowed from in terms of how to create dynamic user interfaces in games. As someone who’s passionate about user interfaces (don’t confuse UI design with the underlying tech that makes them possible) I can tell you that what Marc has done is crucial for game developers. Historically, making UI in games has been a huge pain. Marc’s work is making UI creation a treat. Brian Wade was my counterpart at Firaxis. He was the lead developer on Civilization V and is specialized in AI engineering (what AI do at Stardock is slightly different in that I’m responsible for the engineering and the design, at Firaxis their AI structure was a bit different).  Brian is a much much better developer than I am.

Last Fall, Stardock announced that Derek Paxton was taking over day-to-day leadership of Stardock Entertainment. Now you know why. Derek’s amazing talent as the head of the studio allows me to work on projects like Oxide. For the next 2+ years, I’ll be the “interim CEO” of the company while we take Nitrous and turn it into something that can be licensed to third parties (we’re not remotely ready for licensing yet) as well as make it into something that Stardock and its studio network are able to utilize to make truly awesome new games. 


Comments (Page 1)
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on Dec 26, 2013

There totally needs to be a Star Wars episode 1-3 rts game made with this.

on Dec 26, 2013

My god, a true Star Wars Rebellion remake with this engine would make me cry with happiness.

on Dec 26, 2013

It's interesting because it's actually pretty hard to take a good screenshot because it's like taking a photo of things moving. Things get blurred.  

on Dec 26, 2013

Great presentation.  The adventurous spirit of this project is exciting.  Life is all about breaking boundaries.

on Dec 26, 2013

If you don't mind I'd like to make a suggestion for a game. I like the concept of spore, but I didn't like how they did the game. What didn't help I was visualizing a 4x real time stradegy game. I think Galactic civilizations has better ship customization. I would like to see the tribal stage combined with the prehistoric era from empire earth and virtual village. I would like to see the civilization stage more like empire earth 3, rise of nations, or civilization world from facebook. I would like to see the space stage more like distant worlds, sins of a solar empire, and starcraft.

Some other differences I would make is give the cell stage fish.

In the creature stage I would have an option to make humans. I would make it easier to make good aliens. I would give you a better option to make aliens at least in the creature stage. I figure you have a lot of alien options laying around In the tribal stage if you make friends with another species instead of conquering them those other species should also show up in the civilization stage,

I think the clothing options should at least change to fit the era. I think you should keep the Galactic civilizations ship option. Always making it better of course. I think the vehicle, boat, and airplane customization doesn't make a lot of sense on the game in spore. You either don't need to customize these things, or if you are going to customize these things you need to have it change depending on the technology.

I would like to see multiple abilities and tech trees just like galactic civilizations, but this would be based on a range of variables instead of giving to specific civilizations. The reason you would do this is because the game works on this kind of customization. Above all things remember we need tech research.

You could also have random events. The alignment of the species would be affected based on the choices made similar to galactic civilizations.

This is really what I was hoping spore was when I bought it. You of course could improve on this idea if you made this for oxide. This could be one of the games for this. I don't know why anybody didn't come up with this game. It would have been the perfect game to compete against spore.

I totally understand why you guys play other peoples games. This is a good idea to know what you are up against.

on Dec 26, 2013

Very nice update here. The thought of all ships having turrets is making me drool.

Heavenfall
There totally needs to be a Star Wars episode 1-3 rts game made with this.

Once there's a solid space RTS based on the Nitrous engine out, odds are you will, at the very least, be able to count on me and a couple of others going to that game and making a Star Wars mod for it. It wouldn't be surprising if there would a Clone Wars component heh heh.

on Dec 27, 2013

So Brad, if I can get a little nosy here, how does the regular Oxide code implementation compare with the Mantle integrated Oxide implementation?  Is Oxide already taking advantage of most of the low level API stuff, or does Mantle improve on it significantly?

I've seen the hype around Mantle in the last couple of months, i.e. the press releases, preliminary benchmarks, performance incrase claims, etc.. 

With that in mind, what is your personal experience/impressions of Mantle so far?  And how does the AMD hardware performance seem to compare to Nvidia & Intel graphics hardware with Mantle in play?

Also, any thoughts on the AMD TrueAudio thing?  As a developer, what are your impressions?  Does Oxide see any of the hyped CPU load savings/performance bumps with TrueAudio?  Or have y'all not worked with TrueAudio much as of yet?

on Dec 28, 2013

Frogboy

It's interesting because it's actually pretty hard to take a good screenshot because it's like taking a photo of things moving. Things get blurred.  

Is it technically possible to reduce blur? No offense, but the way blur is used now, made me allergic to that effect. Notably if I can't turn it off - I'm kinda suspicious when I see it, because I think devs are trying to hide something behind it. Especially when they really are.

 

 

It's really nice to know someone finally decided to do something with technical limitations, I hope others will keep up and won't stumble (again!) on rather primitive steps of just adding more polygons and texture of better quality, and call it advancement, while keeping everything else on decade (or more) old principles. "This character's left boob has one hundred thousand million of polygons and ultrauberHD texture". Well, unless it's left boob simulator, I don't think that's correct distribution of available resources for a game.

 

As for your engine (why Nitrous, why not to keep edible names, like Lasagna? ), I really want to see games of scale of Space Rangers, Supreme Commander, little touch of Cities XL (yeah, I like it, sorry), and, of course, Sins of a Solar Empire, all on steroids, preferably combined into one grand universe, made on it. Just imagening being able to zoom onto planet from Galaxy view, SoaSE style, and then, zooming further, into atmosphere, through clouds, and see cities developed on planet's surface, under your struct guidance and by your plans.

 

There must be lights burning brighter, somewhere

Got to be birds flying higher in the sky more blue

If I can dream of better land

Where all my brothers walk hand in hand

Tell me why, oh why, oh why can't my dream come true...

on Dec 28, 2013

Rudy_102
 (why Nitrous, why not to keep edible names, like Lasagna? )

 

...because it is being made by Oxide.

on Dec 29, 2013

Posting here to keep tabs on this. Just made my holidays Brad!

on Dec 29, 2013

TheRealWarpstorm

...because it is being made by Oxide.

Oxide Lasagna still sounds better.

on Dec 29, 2013

I like the idea of Firaxis using this to come up with a strategic turn-based XCOM game.  Don't get me wrong, I like the four-to-six sized squad of soldiers taking on the aliens, but haven't you ever wanted to duke it out with a full batallion armed with plasma rifles and grenades?

on Dec 29, 2013

Rudy_102


Oxide Lasagna still sounds better.

This is funny though. I laughed.

on Dec 29, 2013

MarvinKosh

I like the idea of Firaxis using this to come up with a strategic turn-based XCOM game.  Don't get me wrong, I like the four-to-six sized squad of soldiers taking on the aliens, but haven't you ever wanted to duke it out with a full batallion armed with plasma rifles and grenades?

To be honest, any kind of MASS warfare sounds interesting to me. Let's have a couple of thousand soldiers fighting instead of the ~50 you get in Starcraft 2 or the ~100 you get in supcom 2 (or the ~80 max you get in rome 2). I personally think that kind of mass warfare would open up a lot of new fun game mechanics.

on Dec 29, 2013

SINS 2 anyone?

That would make a wicked game. Just saying.

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