Here is the video download link for the track roundabout which includes paging geometry in it such as wild grasses, fallen leaves and pebbles. Craft speed in this video has been increased by 50% as well.

A little explanation on the craft speed in game. The crafts in Aftershock generally do not have boosters but the way the craft speed can be increased is by controlling power distribution between the engine output and shield output.

If the player increases his craft shield output capacity (for example key "Q") energy is diverted from the craft engines and thus his craft's shields is strengthened and regenerates faster but at the cost of maximum speed. For example shield output increases 300% max but crafts max speed reduced by 50%

Similarly if the player increases his craft engine output capacity (for example key "E") energy is diverted from the shields to engines and thus his craft's maximum speed is increased but at the cost of lower shields. For example engine output increases max speed by 300% shield output reduced by 50%

Think of this of this energy distribution similar to manual control.

Download Video from FileFactory

Posted by Prometheus
We've got static batching, we've got paging geometry, we've got smart gpu/system ram paging for static batching, what next?

Unfortunately, we found that we're hitting a bottle neck with paging geometry. It was not batching up the pages fast enough. This caused us bad jerks and halts that happens every few seconds due to our high speed traveling.

I decided that it's not acceptable and decided to come up with a compromise idea. Instead of using the geometry batching provided with the paging geom library, we're going to rewrite one that is thread friendly. What happens here is that instead of generating the batches on the fly in the main thread, we're going for a background threaded batching method. This means that if a batch can't be ready within the next frame, it can wait till the frame after before actually being uploaded into gpu.

However, I do hope that I'm right as in it's the batching that is slow and not the uploading. It's a wild guess, but I think we're going into the right direction. Eventually, we'll need this background thread system for other stuffs like AI anyways.
Posted by Lf3T-Hn4D
Been adding lotsa details to our current level using the new real time brush painting tool that Lih Hern made. Damn it rocks !Can't imagine planting each blade of grass and pebble manually. Would've taken ages.

Updated screenshots here at:
Image Shack Screenshot Gallery

or the artwork progress forum:
Project Aftershock Artwork Progress Forum
Posted by Prometheus
Heres an exclusive interview by Christophor SuperGuido Rick from Gamers News Daily . Thanks a mil Chris !

Exclusive Project Aftershock - Futuristic Apocalyptic Co-op Racer Quick Interview
Posted by Prometheus
I've finally got it done and gave a new build to Yap. This thing took me quite a while to debug. For the most part, it was due to the issue with our editor using the Octree scene manager while the game uses the PCZ scene manager(Portal). It complicates the way I had to render the paging geometry nodes.

Well, It's done. This baby will give us all the gritty details that we wanted at a reasonable cost. :)

Now all that is left to do is to wait for Yap to do his magic. :D

(Mean while, I'll try tackling the water reflection.)
Posted by Lf3T-Hn4D
An update on the low poly Gatling Gun model with textures:



Posted by Prometheus
Hey Project Aftershock is now in Blendernation news ! Thanks Alex for the article!

Blendernation Article on Project Aftershock
Posted by Prometheus
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