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Published on January 28, 2014 By Frogboy In GalCiv III Dev Journals

So yesterday the art team gave me a tour of the new rendering technology being used for GalCIv III.  If you’ve been with us for many years, you know that I’m not a graphics guy.  I drew the original OS/2 version “art” myself with the built in OS/2 icon editor.  As you can imagine, that means I have only a little understanding of all the cool stuff they’re doing.

To me, I thought the GalCiv II ships looked pretty good. But the art team cringes when I say that.  I am intimately familiar with DirectX, Mantle, OpenGL and the other technical side of things. But I’m a lot less familiar with how different features affect the beautification of a game. So I’m just going to tell you some of the stuff in the engine and you tell me (And other clueless people like me) whether it’s cool or not…

GalCiv III 3D engine features

First off, the game will require DirectX 10 minimum.  Ships are made of many different types of materials which the player can control in the ship designer. The materials affect how light interacts with them.  The lighting in much truer in GalCiv III than in GalCiv II making the ships look more real (not real as in photo realistic but less like computer graphics, GalCiv III still has its own surreal art style).

The Ship Designer is expected to export your ship designs as FBX files which should pave the way for lots of interesting things being done to them outside of GalCiv.

The ships reflect what is around them.  So for instance, you can see the reflection of nebula and such on reflective surfaces.  They are also in the process of implementing diffused point lights which should result in ships “popping”  more on the screen because the light affects the ship much more realistically than traditional harsh directional lighting. 

Now, how much of this gets in by the Alpha remains to be seen.  Currently, my opinion is that the ships look better than GalCiv II but not spectacularly so but we have over a year to go on that aspect so by the time we ship, they should look amazing.

Was anyone here in the GalCiv II beta? Remember how sad the game looked? The alpha of GC3 will look far far better.


Comments (Page 5)
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on Feb 04, 2014

That's a cool ship not like the survey ship in 2.

on Feb 05, 2014

satoru1
The problem i see a lot in doing some 'ad hoc' technical support is that people on Vista are by far almost worse than people on XP. Most people on Vista are inexplicably on SP1. Many refuse to upgrade to SP2 for some reason. At least XP users were on SP3 while they were whining about the end of support.

While thre isn't any 'technical' reason you can't support Vista/Win7/Win8, I find the 'culture' Vista users to be stuck in some temporal vortex where SP1 is 'better'.

Also just like in the Linux world, yes 'major' revisions of the kernel are big, but even going from 2.4 to 2.6 certainly isn't a 'trivial kernel upgrade'.

I really don't think there is any sort of vista "culture" and I find your generalizations bizarre. I use vista (SP2) because it came with my PC. Over the years I have replaced everything inside that PC except for the master HDD and the case, I've kept vista because it works fine and I'm too lazy to change it. If I didn't already have a windows 7 disc laying around I'd also mention that it's not cheap, I'd never pay $100 for some useless cosmetic OS updates, ever, not for any game.

on Feb 05, 2014

Frogboy

Anti-aliasing gets rid of the jaggies.  We're still in the process of implementing that part.

 

Ahh, I see. Thank you.

on Feb 06, 2014

Will there be heat fog from exhaust ports on the ship?

on Feb 06, 2014

Looks similar to the Arnor ships in GalCivII...

 

EDIT: But the Terran survey ship in the Vault looks sw--eet!

on Feb 06, 2014

The Krynn looks cool. I also thought the picture quality was better than before.

on Feb 09, 2014

Ahh, the OS/2 icon editor.

We had OS/2 at home when I was a kid and the 9 years old myself would make custom icons for all his games. Good memories.

on Feb 16, 2014

Frogboy

Here's a screenshot from in-game.  It's a Yor ship built by one of the guys on the team.

Reduced 72%Original 697 x 608

 

We're still relatively early with our lighting and effects but as you can see, the unit is self shadowing and the light bonces off the materials. 

BTW, this is with no anti-aliasing.

 

During the subsequent expansions, will there be similar efforts to try to improve graphics as there were in GC2?

on Feb 17, 2014

Я знаю, что  вы сделаете лучшую GalCiv III. Где можно оставить предложение по игре?

PS: If you do not understand what I wrote, then Google translate help you.

on Feb 17, 2014

Ericridge
Also I don't know what anti-aliasing does

This is the best demo I could find. Sorry for the giant image, but you miss the full effect otherwise. (link)

The difference is most noticeable at the power lines and the tall building in the background:

Not really related, but I would argue AA is most important for snipers in FPS games. When your target is far enough away that they're only represented by a few pixels (even on a 1080 monitor) AA makes all the difference.

on Feb 17, 2014

Holy shit, I've always been turning anti-alliasing off.

*headdesk*

on Feb 17, 2014

chuck1es

Holy shit, I've always been turning anti-alliasing off.

*headdesk*

Ouch! AA should only be turned off if your video card can't handle the performance hit or in certain edge cases where using it is crashing a game. The rest of the time it makes stuff look awesome.

It'll be that way until we all have retina level displays, because at that level pixel density is so high that AA makes less of a difference.

on Feb 18, 2014

Always had a soft (by nature) spot for "not very organic friendly" robots. Be that Cylons, Cyberdyne, the Cyberiad, or the former (Yor) Collective! Sweet imagery is not going to purge any such urges!

*Runs off to start a Yor campaign in "Twilight of the Arnor" to exorcise any emotional misbehavior caused by the above picture*

 

 

on Feb 20, 2014

The pic of the ship looks great.  The Yor will be mercilessly exterminating their enemies in style.

on Feb 23, 2014

DX10 ? Why ? OpenGL is much more widespread, if you use that one, you can easily port the game to OSX/Linux, or even to iOS/Android. Not to mention Steambox ... It would be a shame, if the choice of the graphics engine would prevent playing it on wide range of systems.

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