Figured I’d share these shots she took of her work in Maya:
I’m really excited about how this is coming along, too! 😀
He’s been doing some pretty slick stuff. 🙂
Granted, visibility would be too low with this to really use it in the game, I think. But it’s the start of something really neat. 🙂
I already complained about the icons today, and there are a few things going on with them that are definitely moving in the right direction. And I’ve figured out the math on how to handle them even better.
However, Blue and Cinth and I were talking today, and there may be a better, more attractive way for us to handle the icons in general. We still need to do some mockups, but basically it would involve making the icons 2D and trying to keep them feeling like HUD elements that move around, tracking the squads, rather than elements in the 3D world.
For reference, the center of this screen is more or less the general style of GUI we’re going for:
Bear in mind, of course, that’s still incredibly early as a mock for the GUI.
In this new concept for squad icons, people will see those as basically being “part of the GUI,” kind of like how Iron Man would see targeting icons laid over top of real-world objects through his helmet, if that makes sense. We’ll see if it works out visually or not, but in theory it might.
Load-wise, we can probably do it in a way that is approximately equal in cost to rendering the 3D icons the way we’re doing them right now. In theory.
Luckily we have a ton of testers now, so we can easily do A:B testing on a wide array of hardware and OSes, right? Such an awesome resource to have you folks. 🙂
Anyway, we’re going to do some prototypes of the bomber and fighter, and then see where that gets us. Worst case, we keep with the existing style we’ve already established, minus being so crazy over-glowy.
I already have plans on changing up how squad selection visually looks, so this might fit well with that. The actual visuals for the ships themselves are already nicely set and we’re cranking through them, but there are various other areas of the game that aren’t nearly so far along.
- Obviously the GUI itself is just completely test junk right now in the actual game.
- I had thought the icons were pretty final, but we think we might be able to do better.
- The planets are pretty final, but I’m less happy with the background spaceboxes at this point and want to redo those if possible.
- I’m not really happy with the shot graphics at all, but that’s not really a crisis because it’s just the first one anyhow. That’s right up my alley in terms of making a lot of that stuff look amazing.
- The wormholes I created are something I hate, and both Cinth and I have been poking at ways to do a replacement.
- The ship contrails are reasonably final unless we think of something better as a way to handle that, although I’d had concerns about performance.
- The particle effects for ships exploding and similar are nice, but I don’t see those as being final anymore. I had thought they were, except needing to be scaled better for the types of ships in question… but now I want something more dramatic, and have a good idea of how to do it.
Overall I’ve been getting a much better idea even since just yesterday of how much room I have in which to play with visuals before it starts making some hardware unable to be used. I’m really pleased with early results, since so far I have a bit more room to play than I thought.
Anyhow, apologies for not having the next release ready today. I will definitely have that out tomorrow. Thanks also for the torrent of early feedback, it’s been really useful!
But today, the day after our alpha starts… naturally we get this:
Keith notes: “I’m particularly fond of We have now repaired the ability to update the service health dashboard.” From the AWS side.
Not sure how that’s going to impact our ability to get a new build out today; we’re still working away at things, but we can’t check in code or share it between us as of about 3 hours ago, and this outage is lasting longer than usual.
Cinth has been complaining about the neon signs that are the main icon colors for some time now, and many others have also brought it up. Just haven’t gotten around to it yet, until today, since he kind of prompted me to do some more work with it.
Ultimately he wound up making a goodly selection of new things down in the bottom rows there (the topmost row is mine, the rest are his).
These are easily moddable, by the way, so technically Cinth made the “first mod,” although that’s dubious since it’s just part of the main game now since he’s directly helping create the game… but he wanted to note that, heh.
Anyway, the topmost row is actually after a whole lot of work on my end, working on completely new shaders today, too. So that row is a lot better than things were before.
That Stupid Flicker!
Problem is, we’re still getting an absolutely awful flicker at times with the icons in general. The problem overall is z-fighting because of floating point precision issues on your GPU at far distances despite us scaling these things up. The glow exacerbates that.
What I’m going to wind up doing is recoding these things so that they don’t exist in the same space, but instead so that they exist in a layered camera that uses fake distance, and uses no rotation whatsoever. By faking the distance, I can minimize chances for floating point errors, and by avoiding the rotation I avoid any form of rotation-based strangeness.
This will mean that I need to translate from the target point of the icon in world space into screen space, then back over to “other camera world space, with fake distance applied,” but that’s a pretty cheap calculation and I don’t have to do it every frame. In the end, it’s probably cheaper than some of the math that I have to do now in order to make them billboard, and it will solve the flicker.
Frustratingly, I have bigger fish to fry right now. So I’m not sure if I’ll get to that this week. But I wanted to let folks know I figured it out, at least.
Hello! Its story time!
A long time ago in a galaxy far, far away…. Wait, that isn’t how this starts. A couple of years ago, I joined the Arcen team. Originally, I was just for managing the wiki. Apparently, Chris liked my talents with website administration, and I ended up being the official Server/Website guy. As a result of me originally being here for the wiki, it holds a special place for me. I always look for ways to improve it and make it a better experience that more people are going to use. Sadly, most people were put off by the need to register on there as well as the forums and Mantis. I mean, I get it, but it still sucked since the wiki was falling into disrepair. So, I came up with an idea! What if I could combine the login for the forums and the wiki? Turns out, a couple of years ago, that wasn’t really feasible. No one had made a bridge for SMF and Mediawiki that worked with our version of the Wiki.
Fast forward a couple of years. AI War 2 is an actual thing (and looks amazing). This inspired me to get a bridge between the forums and the wiki. After all, I wanted AI War 2’s wiki to be a helpful and up-to-date tool for everyone. Then, I saw it! It was practically glowing and begging for me to implement. I grabbed the bridge and set to work on making it work with our versions of Mediawiki and SMF.
In order to get it up and running, I made a fresh install of Mediawiki in our dev folder (arcengames.com/dev for anyone who wants to know and see what all is going on in my mind at a given time. Usually there is only one project in there at a time, but sometimes there are more). With this fresh copy, I set the database up to be shared with the forums, to make communication easier. I then let Mediawiki do the heavy lifting and create all the databases and all that jazz. Now, I have a functional copy of Mediawiki that can, in theory, communicate with the forums. At this point, I crossed my fingers and hoped that the bridge would work. To my surprise, it actually ended up working (Though it was a bit wonky)!
But wait! Our copy of Mediawiki isn’t fresh out of the box. I knew I had to somehow test if it would work with our copy . So, I went ahead and copied over all the needed folders and files. And…. It failed. It gave me a giant 500 Error code, which means that the server is looking at the install and going WTF (What the frack, don’t look at me like that) is that? So, I tried deleting the bridge code to see if the transfer was working, or if that was what was being screwy. Then, it worked! Guess we know what the problem was. To troubleshoot this, I tried enabling bits of the code at a time. Eventually, I found the culprit. Turns out, if you forget the file that the bridge calls for, it breaks everything. Note to self: MAKE SURE YOU ACTUALLY HAVE THE FILES YOU NEED! I added the file and bam! It worked like a charm.
Now, we have to break it from the users point of view. So, I spend a good hour or so just toying with it trying to get an error. Nada. Sweet, that means its ready to go.
Moving an entire directory and database while keeping everything live would be too much, I decided. So, I locked the database down, then copied it over to SMF’s database and gave it a fancy prefix. Now it can talk to SMF, and has the most up to date file information. I test the dev build, and it works still. On to the next stage. I pull up the config files from the production wiki and the dev wiki. I merge them (Manually of course, it wouldn’t work to just append them). I test it. Frack. It just broke. What’s the problem now? I delete the bridge code. It works again. Okay, so the bridge is breaking it. But I want the bridge to work, so that’s unacceptable. I check to make sure the files are all there. They are. I check that I copied it over correctly. I did. Then it hits me. I didn’t change the relative directory field for the bridge code! I change that to point to the right place, and presto, we have a fully functioning wiki with the bridge operational.
Now, the wiki with the bridge is live for the world to play with. I see a small group join, including some guy named Keith Lamothe. Turns out, he thinks he needs permissions. So, I consult with my fellow AI, and we come to the conclusion that he can help make the AI smarter, faster, stronger, and more killy… I mean cuddly. We give him the permissions. As it happens, he is also an AI. I combine the server’s AI with him, and WOW it became a deadly killing machine fast.
Moral of the story: Keith is a force to be reckoned with when it comes to making !!FUN!! toys. At this point, Cinth joins. My nice little code to give anyone with permissions works on him. No idea why it didn’t work on Keith, but whatever. At this point, I look back on it and smile, content that I finally, after years of work, managed to combine the log in systems.
If any of you break it, I swear I will make you enemy #1 of the AI Empire. 😉
Last time I fired up AI War 2 on my Mac, which is a pretty outdated machine with a really really bad GPU, the results were pretty bad. I wasn’t really surprised, because I was running it with all the settings turned up, and the music was throwing errors a bunch, and I knew it could get a lot better with some polish. An old intel 4000 integrated GPU is not exactly at the middle end of the market anymore, even.
Just retested the latest build, which has the music swapped over to a different playback system, and which has a metric ton of performance optimizations from myself and mainly from Keith (the entire game simulation runs on a secondary thread, now).
Results? 300-some odd ships in the very opening battle, with all the settings turned up to maximum still, and it was buttery-smooth. I have no idea what the framerate was, but I feel confident saying it was north of 60.
I just… whaaat? That’s… not what I expected. It’s fantastic, but it’s also a big surprise.
I’m not going to run out immediately and lower the minimum stated system requirements expectations, but that is certainly super duper positive as an indication thus far.
Reminds Me Of Something…
As kind of a fun aside, back when I was coding AI War Classic in the early days I was hoping to get 10k ships in a game, and was pretty sure I could do it. The maximum any other RTS had at the time was about 1000, and it was super choppy and laggy with that many units in the other titles. I felt like I could bump that up by a 10x partly thanks to going 2D, and partly just due to coding practices.
By the time the first public builds were around for AI War Classic, the typically number of units in the game was more like 30k, and it would start to chug around 45k units. Within a year after that, 50k was more typical and it would start to chug at 75k units.
More Generalized Thoughts on Optimization
Sometimes it’s just really surprising how things can go when you throw everything and the kitchen sink at optimization. It’s kinda-sorta working, it’s getting along okay, and then suddenly you pass this critical mass and whoosh the performance jumps by an order of magnitude.
I’m not remotely ready to say that’s happened here, yet, though. The simulation is not remotely finished for the game, as there’s still a lot more AI to build out, and lots more ship functions. The largest battles still have only involved just a few thousand ships at a time for me, whereas in classic sometimes north of 10k ships in one fight would happen.
So I want to see what happens with all those things. Right now early indications are ridiculously, surprisingly good; but some monkey wrench could still very well appear between now and early access that makes me say “yeah, the minimum system requirements for a truly pleasant experience should still be more than a lousy intel 4000.” Then again — maybe not. 🙂
Oh, One Last Thing
In AI War Classic, the simulation speed was locked to the framerate on the slowest computer in a multiplayer game, or to your framerate in solo play. Kinda common for RTS titles, though not all of them.
In AI War 2, your visible framerate is completely unrelated to simulation speed. We’re actually running the simulation speed at 10 cycles per second no matter what, which gives us a lot of muscle per cycle on a secondary group of threads. It doesn’t need to be any more fine-grained than that.
Then for input and actual visual display, of course it can run at much higher framerates, basically up to whatever your hardware can handle. If you’re running at a buttery-smooth 200fps and everything is just peachy, and I’m having more trouble on my machine at a hard-won 30fps or something, the simulation won’t slow down for either of us.
I’m a pretty happy guy about now. 🙂
Just general forum humor.
BadgerBadger: What does “lerping shots out of ships” mean? I know larping, not lerping.
Keith: Please, please don’t let the shots larp.
Cyborg: The AI will now say, “Lightning bolt!” before each attack.
Chris: “I’m attacking the darkness!”
Keith: 20,000 MkV Gazebo Guardians to Murdoch in 0:32…
Chris: My favorite version of that skit: https://www.youtube.com/watch?v=zng5kRle4FA
Hey, do you remember the Gazebo monster we put into Valley 1 as a bit of an easter egg? Most of the Gazebos were harmless, but a tiny minority were absolutely deadly murder machines.
I completely forgot about that. 🙂