We know many gamer concern about the World of Warplanes, so this article is going to introduce you into the the challenges connected with creating low-level terrain in World of Warplanes. Hope it counts great for you.
The altitude limit (map ceiling) was decreased in the game to provide more intense tactical gameplay that calls for more interaction with the scenery and environment in ground attacks. The actual combat in World of Warplanes takes place at middle and lower altitudes. So, we needed to make detailed low-level terrain that would make flying over it and through it not only visually pleasing, but also offer legitimate tactical options for shaking enemy aircraft and planning stealth missions. We aimed at carving out detailed and contoured landscapes with extra focus on low-level terrain elements like grass, bushes, tree shadows and hi-res textures.
The players will feel like they have thrilling, continuously occurring action all around them. Naval maps, for example, will feature warships, with some already smoldering in flames and others able to fire up at you, posing a significant threat to your plane. Conversely, there will be land-based maps with surface-based elements like tanks battling on the ground. Ground targets will come in a variety of types, each with their own unique vulnerabilities and defensive capabilities. Ground and surface objects will not be static and will also have several levels of damage suffered (a ground or a surface object can be damaged, half-destroyed, and completely destroyed).
The World Machine terrain generator allows us to create realistic terrain with more detailed shadowing on textures, advanced generation of geologic formation screens, aerated layers, water erosion streams, oceans and seas that are affected with borderline shaping, slope angling, and many other options. Besides providing the game with an impressive visual overhaul, the middleware solution helped us speed up the design of basic textures.
The tessellation density (a process of dividing polygons into smaller parts in 3D graphics) of our rendering system will be increased by about 30% compared to the default values right out of the box. It made the spines and apexes of hills and mountains look much sharper.
The terrain renderer optimization let us pick out all relevant texture combinations and integrate them into batches, which resulted in a significant render productivity increase.
Also a light map has added for trees and other static objects. Thus, trees in the shade do not glow and give no flecks—they only get indirect lighting; objects placed in the sunlight are lit by the direct and indirect light.
Over the coming weeks, expect to hear more about cloud schemes, battling arenas, and water surface rendering.
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