ES_MattP
VIP
posted 01-31-12 01:57 AM
CT (US)
733 / 1201
The obstruction manager is just concerned with the area and shapes on the map occupied by everything. Think of it as the selection circles of every single thing in the world all at once.
Other systems (such as movement and pathfindng) will query against the obstructions to find out questions like "can this unit pass in a line between these other objects" "does this new proposed object position intersect or collide with anything?"
ES_MattP
VIP
posted 01-31-12 11:11 PM
CT (US)
735 / 1201
I can't comment on anything regarding MS right now. Be patient everyone.
ES_MattP
VIP
posted 02-18-12 06:34 PM
CT (US)
737 / 1201
Commander Scipio > The reason a single player games goes automatically to the postgame was just an arbitrary choice on the developer's part.
dnwq > One thing to remember is that MS_Ryz0n is the AoE 3 community manager, but that's is the limit of his job. Is something was going on, he still probably wouldn't be aware of it, and defiantly not in a position to speak about it.
TheMazzarin
Squire
posted 02-21-12 06:04 AM
CT (US)
740 / 1201
Thanks Dead_End! Nice website with a lot of interesting screenshots. I will also download the playable alpha.
But maybe the version in this video that I posted is a different and rare beta/alpha that only few people in the world had played? :P
Let's see what Matt can reveal to us hehe
ES_MattP
VIP
posted 02-23-12 11:54 PM
CT (US)
743 / 1201
We (Ensemble) had very little to do with the actual production of SW:BG.
Basically, we made a drop of the GENIE engine that had all the AoE/AoK specific stuff stripped out and shipped it, along with some art tools to Lucas Arts. We met briefly with a couple of their people to go over how the tools and engine worked. After the handoff, I only recall answering a small number of technical questions from them.
For the most part, they were able to take the stuff and run with it. I know they set up an impressive asset production pipeline and made everything in just 9 months or so, as most of the people working on SW:GB were artists and designers. They only added a couple things programming wise (like the power-grids).
ES_MattP
VIP
posted 04-06-12 10:28 PM
CT (US)
747 / 1201
I hope to have more to say soon that will be of interest to the community, but for right now there is nothing I can comment on.