

How realistic should it be? What fits best with the art style? Physical Based Rendering (PBR) gave some great results but it had as drawback that it can make things look too washed out, reducing the colorfulness, and we really wanted to create colorful planets! In the end we made some modifications to the PBR algorithms until they gave the results we wanted.īelow is a screen shot that demonstrates how the surrounding environment, in this case just the terrain, influences the lighting of the object. We spent quite some time figuring out what kind of lighting technique would be best for Planetfall. The second project we started was focused on improving the visuals.

At the time, we were really struggling getting all the DLC content running within the ~3GB memory limit and the modders among you will also know that this really limits what you can do when you want to add cool new units and structures.

If you attack them and with owerwhelming streng (so 7 stacks, main with 5.3k, the other with 2k+) it is going to happen very fast. Actually if they declare war on you it is less likely to happen. The first thing we decided to do after the release of AoW3 was to move over to 64bit. Kinda funny because i had been playing Stellaris myself, then had to double-check wether im on the Planetfall forum now. We’ve been working very hard to improve the Creator engine for Planetfall and I’ve been asked to write this week’s Dev Diary about some of the big changes we’ve made. Hi there, here is some news from the tech department.
