I have finished texture works for all ally units today, with 3 color sets for different scenes.
Tomorrow I’ll do enemy units.
I have finished texture works for all ally units today, with 3 color sets for different scenes.
Tomorrow I’ll do enemy units.
Today I finished working on enemy unit textures as well.
T-72M got a model update with human operated machine gun.
Today’s new gameplay feature is padlock target acquisition.
This feature is a copy of “track target” feature from DI hind and greatly reduce the fatigue of acquiring target in flat screen play without head tracking device by searching units in wide field of view and locking the camera toward the found unit.
Short tapping target acquisition key locks the unit next to the current locked one, and holding the key for a second designates the unit for copilot or wingmen.
Pressing ‘recenter camera’ key cancels the padlock.
I think this week’s works are over minus some playtesting.
I’ll prepare for terrain visual updates next week.
This week is going to be terrain improvement days. Today I implemented the terrain and unit camo colors for Desert and Snowfield.
After deciding the colors I’ll work on making new assets for Desert and Snowfield, and program an efficient vegetation manager to spawn and remove tree objects around the camera.
Today I messed with shader and world generation code to achieve full color TSD map (with roads, bridges, and cities drawn on it), and a more detailed looking ground mixed with some differently colored grids.
this new ground allows to have better sense of speed during low level flight, and makes spotting unit a bit easier.
I’ll further add some more detailed textures on helipads, roads, and city blocks.
Looking good, I can’t wait to take the Cobra up!
Today I have done some important task that’s going to help my project in the long run - Multi threading !
my game runs numerical simulation to calculate the ballistics for AIs and player.
This is precise enough to make shilkas deadly, but it’s very harsh on CPU and I had to do lot of optimization tricks and calculation limits to save framerate but it was still not enough when there are quite a lot of units.
Now I run the ballistic simulations via multi core and the difference is night and day !
Even when I crank up the calculation accuracy it’s much more optimized than just abusing single core.
In this weekend, I’ll further deploy multithreading everywhere, especially the flight model and helicopter AI behaviour. that’s going to boost the performance a lot.
Man that’s so friggin cool!
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