CryENGINE®3 is the first PC, Playstation®3, and Xbox 360™ all-in-one game development solution that is Next-Gen ready with scalable computation and graphics technologies. Using the CryENGINE®3, you can start the development of your next generation games today. CryENGINE®3 is the only game engine that provides multi-award winning graphics, state-of-the art lighting, physics and AI, out of the box.
The famous CryENGINE®3 Sandbox™ editor is a production proven, third-generation real-time tool suite designed and built by AAA developers. CryENGINE®’s powerful real-time renderer is now even better! DirectX 11 (DX11) support significantly enhances the capabilities of the renderer within CryENGINE®3, allowing for some of the best visuals ever seen.
Below, you'll find just a fraction of the features available in CryENGINE®3!
CryENGINE®3 now supports DX11 hardware accelerated tessellation on all meshes, including animated characters. Artists can now enable tessellation in real-time! CryENGINE®3 features support for three different types of tessellation, all of which can be mixed so as to significantly increase the quality of
asset rendering in-game. With displacement mapping CryENGINE®3 can now represent silhouettes and complex geometric shapes, previously impossible with current generation bump mapping, through displacement mapping.
The other two tessellation methods are designed for mesh refinement, taking a coarse, or low-poly model and using tessellation to create an higher-fidelity and much smoother mesh. As these methods are all editable in real-time in CryENGINE®3 SandboxTM, artists can easily decide which assets should use such features, finding an ideal compromise between visual fidelity and performance.
Reflections are one of the biggest challenges in real-time rendering, particularly for deferred rendering and lighting engines. Before DX11, only reflections for surfaces such as water; or environment probe reflections have been possible. CryENGINE®3 now introduces a new method: Real-time Local Reflections (RLR). RLR approximates ray-traced HDR reflections local to objects. This technique allows for any kind of curved surface in the scene to reflect the nearby surroundings efficiently in real time. This includes immensely complex objects with self-reflections, which are not feasible with cube-map or planar reflections.
Parallax Occlusion Mapping (POM) returns in CryENGINE®3, optimized for all platforms and can now be used to add self-shadowing and the appearance of depth on all surfaces. CryENGINE®3’s POM efficiently approximates surface displacement in tangent space. Due to it’s low cost on all platforms, self-shadowing support and simulation of macro details, POM grants a viable alternative to tessellation on all surfaces.
The CryENGINE® tone-mapper is improved and updated to give users S-Shaped curve color control, which better mimics the exact behavior of film tone reproduction. This allows for a wider tonal range, improved definition on the dark tones, giving a richer color space for CryENGINE®3 games.
CryENGINE®3’s trademark, benchmark setting water rendering just got better! All water volumes can now use DX11 hardware tessellation. Mesh geometry is dynamically tessellated, varying by the distance from the camera. This allows for a very high amount of geometry details close to the camera and eliminates geometry aliasing. Shading has also been updated: now supporting sub-surface scattering and wave crest foam approximation. CryENGINE®3 water also offers a more accurate surface normal computation, even allowing shader based ripples to interact with the CryENGINE® physics system.
CryENGINE®3 features near-reality natural lighting at a low cost on multiple platforms, and creates soft shadows that dynamically respond to natural movements in real-time. High-resolution, perspective-correct and volumetric smooth-shadow implementations are also included in CryENGINE®3.
The unique CryENGINE®3 deferred lighting solution allows the efficient rendering of a vast number of light sources with per-pixel shading. It can also considerably simplify engine performance tuning across multiple platforms.
Crytek introduced SSAO in real-time gaming and now enhances it with the new technique of Screen Space Directional Occlusion (SSDO). SSDO allows any number of lights to be included in the calculation of Ambient Occlusion (AO); and for the color of all lights to be taken into account. SSDO improves physical lighting accuracy and provides dynamic contact shadows, even from the efficient CryENGINE®3 deferred ambient lights. The new CryENGINE®3 DX11 renderer allows contact shadows
to be cast from every single light source in the game environment!
CryENGINE®3 Sandbox™ gives developers full control over their multi-platform creations in realtime. It features many improved efficiency tools that enable the fastest development of game worlds and game-play available on PlayStation®3, Xbox 360™ and PC. All features of CryENGINE®3 games can be produced, edited and played immediately with the “What You See Is What You Play” (WYSIWYP) system.
Below, you'll find just a fraction of the features available in CryENGINE®3 Sandbox™!
CryENGINE®3’s simple yet powerful visual editing system in gives designers intuitive interfaces to create and control events, triggers and game logic. This lets them build game play systems and complex levels without needing to write a single script.
The Track View is the embedded Sandbox cut scene editing tool for making interactive movie sequences with time-dependent control over objects and events in CryENGINE®3. Creating cinematic cut scenes and scripted events are both possible, allowing you to sequence objects, animations, and sounds in a scene that can be triggered in the game, and played either as a detached cutscene from the third person view, or from the first person perspective of the player in-game.
The time of day can dynamically change during a game mission to reflect the position of the sun and moon, as well as lighting and atmospheric conditions over any predefined day/night cycle, from a foggy morning sunrise to a fiery sunset or a clear moonlit night. Create visually rich time-of-day simulation for your game world or its locations and achieve the most realistic or surreal settings.
CryENGINE®3 features the only real-time terrain tool-set that enables the creation of stunning concave environmental features. This lets designers place over-hanging cliffs, caves or tunnels seamlessly in each level.
The Multi-Layer Navigation Mesh (MNM), is an enhanced dynamic navigation data structure used by AI Agents to path-find through levels. This system is integrated in CryENGINE®3 SandboxTM; designers can simply use the tools to define areas where the navigation mesh should be generated and let the CryENGINE®3 MNM do the rest of the work! MNM also supports real-time dynamic updates in game, so that when an area changes, the navigation mesh updates without delay.
To get the most out of modern multi-core processor architectures, CPU-intensive sub-systems of CryENGINE®3 such as graphics, physics, AI, networking and sound, have been optimized to support multiple processors, including innovative support for PlayStation®3 SPU.
CryENGINE®3 shaders are written once in a high-level language, then compiled automatically to each platform. The shader output is optimized based on the artists’ settings and the 3D environment in which the shader is used. This creates unique, high-performance effects, such as “cloaking” or wet, muddy and frozen surfaces, which can be layered together and combined with other shaders such as metal, glass and a full range of similar visual effects. CryENGINE®3 supports real-time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects and animated textures to simulate effects including windows, bullet holes and shiny surfaces. It also takes advantage of the unified shader architecture of current and next-gen hardware. The combination of deferred lighting and this technology lets CryENGINE®3 avoid the traditional shortcomings of solely using uber shaders.
All environments in CryENGINE®3 can be dynamically physicalized, regardless of their nature (wood, steel, concrete, natural vegetation, cloth and soft body physics). This allows procedural destruction and deformation of as much of the environment as the game requires. All broken objects and parts can be interactive, with realistic properties such as mass or buoyancy applied to all kinds of debris.
Today, we're extremely happy and excited to announce the release of our technical alpha, the Drill Camp!
All Lieutenant Colonel tiered backers and higher will receive an email containing a key to activate on the digital distribution platform Steam as well as a link to a walkthrough of how said activation is done – so keep an eye on your inbox and make sure to check your Junk/Spam folder too! Backers pledging or raising their pledge to Lieutenant Colonel or higher will receive a key via email moments after their pledge has gone through our system. Pledging can be done at the crowdfunding section of our website at: Warofrights.com.
A new hidden Alpha sub-forum has been added at: Warofrightsforum.com. All forum profiles linked to pledge tiers at Lieutenant Colonel or higher have access to this new section of the forum. Here, you'll be able to post Alpha feedback, submit bug reports or just talk about the Drill Camp activities in general. Once we broaden the access to the Drill Camp to more pledge tiers we will open up the Alpha sub-forum to those pledge tiers also.
The Drill Camp marks the very first public test for us as well as being the first bigger test in general. This is indeed as early a build of the game as we possibly could let our backers test out, so please keep in mind that you will experience bugs, glitches, server instability, poor performance and work in progress content ranging from animations/animation systems, characters, weapons, player classes, firing & melee modes, props, sounds, user interface, etc. (in short, everything!).
Below is a few of the highlights from the very first day of our technical alpha "The Drill Camp". Enojy!
In the first release of the Drill Camp, players will have the ability to play as 5 different regiments (listed below) and 4 different classes (Private, NCO, Flag Bearer & Officer). As the development continues the list of available regiments will be expanded.
The 69th New York Infantry was recruited in New York City as one of the regiments of the famous Irish Brigade, which consisted of Irish immigrants. During the Maryland Campaign, the Irish Brigade was under the command of General Thomas F. Meagher. Leading off the fourth attack against the Sunken Road at Antietam, the 69th New York lost over 540 men in less than 5 minutes.
The 20th Maine was organized in the state of Maine and mustered into Federal service on August 29, 1862, just 6 days before the southern invasion of Maryland. During this Campaign, it was commanded by Colonel Adelbert Ames and was held in reserve at the Battle of Antietam. The regiment became famous for its defense of Little Round Top at the Battle of Gettysburg, in July 1863.
The 6th Wisconsin Infantry was raised at Madison, Wisconsin, and mustered into Federal service on July 16, 1861. It spent most of the war as a part of the famous Iron Brigade in the Army of the Potomac. During the Maryland Campaign, the 6th attacked Turner's Gap in the Battle of South Mountain and then suffered horrible casualties battling the Texas Brigade in Miller's cornfield at Antietam.
The 114th Pennsylvania started as a small company of men called "Zouaves d'Afrique", which served while attached to other regiments. They were notable for their colorful Americanized version of the Zouave uniform. During the Maryland Campaign, the Zouaves d'Afrique were attached to the 2nd Massachusetts and fought at Miller's Cornfield and the East Woods.
The 2nd U.S. Infantry Regiment was a regular regiment in the United States Army that has served for more than two hundred years. The regiment was assigned to the Army of the Potomac and fought in engagements such as Manassas, Antietam, Chancellorsville, Fredericksburg, and Gettysburg. At the Battle of Antietam, the regulars held the Middle Bridge over Antietam Creek. They advanced towards the Confederate-held town of Sharpsburg late in the afternoon, before being recalled to their lines.
We've already got our sights firmly fixed on the first major update to the Drill Camp: The Confederate counterpart. This update will more than double the playable area as well as add a Confederate drill camp along with 5 playable confederate regiments and 4 classes (Private, NCO, Flag Bearer & Officer) to match that of the, now available, Union experience. This content update will most likely happen at the same time as our Captain tiered backers gets access to the Drill Camp. We'll be talking more about featured regiments and map details regarding the Confederate update in a later field report. For now, here's a small teaser showing some of the Confederate playable area – too bad the cameras back then weren't exactly perfect at capturing vast distances!
Based off the name of a very popular weapon for marksmen at the time, the Sharps rifle, Sharps Shooters became renowned both in the Northern and Southern ranks. To the north, you had the example of the exclusive 1st and 2nd US Sharp Shooters, under the command and originator of Hiram Berdan. Well known for their green uniforms, they were often outfitted with some of the most advanced weapons of the time, such as the J. F. Target Rifle, the Colt Repeating Rifle, and the Sharps Infantry Rifle. Similarly armed and just as fearsome were the myriad ranks of Confederate Sharpshooters, which were often less formally gathered. In the north, perspective marksmen took part in shooting competitions where they had to shoot within a ten-inch radius on a plate or pie tin. In the South, the marksmen regiments were started in response to the threat of their northern counterparts, and starting in April 1862 several battalions were called to be raised from a selected few within the ranks. Unlike the 1st and 2nd USSS, the outfitting of the southern sharpshooters was rather limited, though some had the benefit of weapons such as the Whitworth, other imports, and those captured from Northern units. Despite such shortfalls, they continually proved the equals of the green-clad northerners, such as with the death of US General John Sedgewick at Spotsylvania.
That's all for now. Until next time, have a good one!
Height new screen shots to show you the resources used in UAYEB for crafting objects and equipment.
Field report about the Confederate officers, the Whitworth Rifle and details about the Drill Camp release.
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