Real-time Armies (Evening Update #2, April 10, 2013)
Hi everyone! Andrew here.
In my first update last week, I showed off some of the rendering tech we want to use for Camelot Unchained, and talked about why we need to build a renderer and certain other components ourselves: Off the shelf, there's nothing that scales up to the epic battles we want to create.
Then, our art team showed off two of the races we're planning to put in the game: The Tuatha Dé Danann and the Vikings. There's some great concept art in those updates, as well as high-quality models for in-game.
Obviously, the next step is to put them together -- so we did! There are some further refinements and optimizations to the engine, and plenty more to be done, but I'll let the video speak for itself.
The next step for this, in terms of showing off what we want to do, is to hook this up to the networking layer of "CSE SmackHammer" from last week. We're working hard on this and a whole lot more, but for now, enjoy the show!
p.s. - We'll have a part 2, with even more video, first thing tomorrow morning.