Game implementation

Discussion in 'Planetary Annihilation General Discussion' started by vidlak, June 20, 2015.

  1. vidlak

    vidlak New Member

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    Hello,
    please can you provide some informations about implementation of this game? I would like to know how did you create spherical world. Transformations, rocks, planet holes, sea and other unit obstacles. And something about rendering, LOD, what were needed optimizations etc. How are calculated ground troop movements, collision detection and fog of war.
    I am working now on some project for bachelor thesis and these informations would really help me a lot.

    Thanks a lot and sorry for my english.
  2. igncom1

    igncom1 Post Master General

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    I believe path finding is done via a flow field system.
  3. cdrkf

    cdrkf Post Master General

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    There are lots of technical posts available on this forum if you care to dig back (the devs talked about a lot of this throughout development all the way back to 2012)...

    I'd recommend looking through the old 'backers lounge' which was closed but is still available to view. This is where all the early technical stuff went.

    https://forums.uberent.com/forums/backers-lounge-read-only.64/

    I would pay particular attention to posts made by @neutrino as he gave some very detailed technical overviews of the game during development.

    A couple of posts that might help:
    https://forums.uberent.com/threads/planetary-annihilation-engine-architecture-update-1-ui.41532/

    and
    https://forums.uberent.com/threads/planetary-annihilation-engine-architecture-update-terrain.43684/
    Last edited: June 24, 2015
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  4. Remy561

    Remy561 Post Master General

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    All I know after a long time here on the forums in short:
    Spherical worlds probably a lot of spherical calculus for the engine instead of the normal xyz vector stuff. Water seems to be a simple spherical layer below or above ground. Rocks are additive CSG and cliffs etc are subtractive CSG all formed along the spherical plane. Movement and units etc is flow field pathfinding by using voxels.
  5. cola_colin

    cola_colin Moderator Alumni

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    it uses normal cartesian coordinates.
  6. Remy561

    Remy561 Post Master General

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    Then probably the engine is filled with conversions to keep it simple on the outside :p
  7. cola_colin

    cola_colin Moderator Alumni

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    the planets are actually not spherical enough to really work with polar coordinates ;)
  8. Remy561

    Remy561 Post Master General

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    Really? I always thought that by using some noise on the radii of the planets that they created the unspherical forms.

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